Search found 128 matches
- Fri Jan 19, 2024 8:10 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 133
- Views: 19551
Re: Friday Facts #394 - Assembler flipping and circuit control
Since you started renaming things ... Can we please get the one most annoying thing in the whole factorio (modding api) renamed? Namely: force to something like faction For example placing an entity and reading the api docs and thinking "oh there is force" and intuitively means for me to ...
- Fri Jan 12, 2024 2:52 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 43322
- Sun Jan 07, 2024 8:00 pm
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 7319
Re: "Read Chest contents" - Indicate if empty
First, I think you should redesign to avoid asymmetric drain. Second, you can get what you want from a decider with "everything = 0, output 1 placeholder" attached to each chest or set of chests you're interested in. Show me where you would put that one decider per chest in my first scree...
- Sun Jan 07, 2024 12:30 am
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 7319
- Sun Jan 07, 2024 12:24 am
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 7319
"Read Chest contents" - Indicate if empty
Following setup: I have a train-to-train smelter (and basically everything else). I disable a station if I dont have enought products to fill up a train at max speed*. In the same way, I want to make ingredient deliveries: Enable the station, if I can unload at least a whole train at max speed*. * m...
- Fri Oct 20, 2023 11:38 am
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 40598
Re: Friday Facts #381 - Space Platforms
Definitely add stats of "space pollution caused" (=items thrown overboard) maybe per item, like produced, used.
- Fri Feb 05, 2021 2:24 am
- Forum: Ideas and Suggestions
- Topic: Slight reduction of rocket launch animation time
- Replies: 29
- Views: 10392
[1.1.x] Length of rocket launch sequence
Not really a bug as nothing is really broken, BUT it still doesnt feel right. You cannot launch 1 rocket per minute from one rocket pad by a tiny margin. With 2 pods one gets to produce around 195 rocket parts per minute, which is just sooo tiny far away from real 2 rockets per minute. Would it be p...
- Wed Dec 16, 2020 11:19 am
- Forum: Releases
- Topic: Version 1.1.6
- Replies: 26
- Views: 31875
Re: Version 1.1.6
You've calculated the productivity on the reprocessing as 25%, not 20%. With maximum productivity everywhere, 19 U238 + 1 U235 gives 10 x 1.4 = 14 fuel cells, which reprocess to 14/5 x 3 x 1.2 = 10.08 U238 for a net consumption of 8.92 U238. The U235 can be kovarexed from 3/1.2 = 2.5 U238, so we en...
- Wed Dec 16, 2020 9:51 am
- Forum: Technical Help
- Topic: Explanation of detailed save-info-stats?
- Replies: 0
- Views: 609
Explanation of detailed save-info-stats?
Out of personal interest: would anyone share any details what the detailed saveing stats mean? Also: can we get per-force and per-surface stats? For example, what is *.targetable or surface.hidden-tiles? I added a few comments to things I consider obvious. Info AsyncScenarioSaver.cpp:149: Saving pro...
- Tue Dec 15, 2020 11:48 am
- Forum: Releases
- Topic: Version 1.1.6
- Replies: 26
- Views: 31875
Re: Version 1.1.6
Im playing a "it if can fit prod modules, you have to put prod modules in it" / maximise natural resources/dont waste (therefore: no coal liquification, no filling up a chest and shooting it, no filling the map with radars, lightoil to solid, as long as possible/not backed up due to excess...
- Thu Nov 26, 2020 4:14 pm
- Forum: Mod portal Discussion
- Topic: Mod ordering in author-page?
- Replies: 7
- Views: 1983
Re: Mod ordering in author-page?
oh... ty.
- Thu Nov 26, 2020 3:08 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.0] Infinity chests - GUI looks weird
- Replies: 1
- Views: 1874
[Rseding91] [1.1.0] Infinity chests - GUI looks weird
I modded my Infinity chests to be buffer chests - so I can test my mod networks. -> https://mods.factorio.com/mod/some-infinitychest Since 1.1.0 The Logistic grid looks weird (marked red) screen_20201126_040228.png And the infinity grid overlaps into some kind of border, making that "remove unf...
- Thu Nov 26, 2020 2:59 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.0] Modded Vehicle Equipment Grid loses scroll bar and GUI scaling gets messy
- Replies: 5
- Views: 3188
Re: [1.1.0] Modded Vehicle Equipment Grid loses scroll bar and GUI scaling gets messy
Oh just wanted to create the same issue because of my spidertron mod... I am not alone, who got his grids borked, it seems.
Also color picker disappears
Also color picker disappears
- Thu Nov 26, 2020 2:57 am
- Forum: Mod portal Discussion
- Topic: Mod ordering in author-page?
- Replies: 7
- Views: 1983
Mod ordering in author-page?
If I did not miss anything really obvious I think mods are ordered by download count if you click on your modder-page...
But why is this one: https://mods.factorio.com/mod/some-iconlessfish sorted diffrently?
-> https://mods.factorio.com/user/someone1337
But why is this one: https://mods.factorio.com/mod/some-iconlessfish sorted diffrently?
-> https://mods.factorio.com/user/someone1337
- Tue Aug 25, 2020 2:36 am
- Forum: Implemented mod requests
- Topic: [RW] LuaEntity (tree type) "gray progress"
- Replies: 2
- Views: 1269
Re: [RW] LuaEntity (tree type) "gray progress"
This!
There is tree_stage_index but no access to gray index as tree_color_index seems to change something else.
There is tree_stage_index but no access to gray index as tree_color_index seems to change something else.
- Mon Aug 24, 2020 9:04 pm
- Forum: Pending
- Topic: Spidertron repair bug
- Replies: 4
- Views: 2648
Re: Spidertron repair bug
The spidertron seems to always be in motion, so if you dont use "enable logistics while moving" its basically always disabled.
- Fri Aug 14, 2020 3:20 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 104193
Re: Friday Facts #359 - Crash site: The beginning
yeah, ok, then just add a core(shim) for those that need to go without "base" and let base depend on core ...
So those that really want to can depend on core only and others can depend on base...
This would still solve the problem in a nicer way that the current dual-field solution.
So those that really want to can depend on core only and others can depend on base...
This would still solve the problem in a nicer way that the current dual-field solution.
- Fri Aug 14, 2020 3:08 pm
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 98499
- Fri Aug 14, 2020 12:16 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 104193
Re: Friday Facts #359 - Crash site: The beginning
@mods: is there still a reason for game version field in the info.json? Cant it all be solved by a "base>=..."-dependency? As in: why not remove that field and allow for smooth transitions going forward? There were enought mod breaking changes that required the use of the base-style-depen...
- Fri Aug 14, 2020 11:12 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 102744