Search found 366 matches
- Fri Nov 12, 2021 6:45 pm
- Forum: General discussion
- Topic: Alt-F4 #52 - Fluidic Power Benchmarking
- Replies: 18
- Views: 5438
Re: Alt-F4 #52 - Fluidic Power Benchmarking
I think it's not as inperformant as it initially seemed, at least by the players. We can probably get quite far with more realistic electricity, but I do not think it should be included in vanilla Factorio. It will still have an big influence on size of the bases you can build. There's a reason why ...
- Wed Nov 10, 2021 9:50 am
- Forum: Ideas and Suggestions
- Topic: "Enable/disable" AND "Set filter" possible for filter inserter
- Replies: 13
- Views: 5362
Re: "Enable/disable" AND "Set filter" possible for filter inserter
Filter inserters should be able to have filters set and be enabled/disabled by circuit conditions. This would open up new possibilities for black list mode. It's possible to build your own blacklist filter using a inserter in whitelist mode and a few combinators. IMO this is what makes Factorio rea...
- Sat Nov 06, 2021 11:35 am
- Forum: Modding help
- Topic: Make machine only work during day time
- Replies: 8
- Views: 2812
Re: Make machine only work during day time
Why now that would be a much simpler solution! Next time I'll finish my cup of coffee first.Pi-C wrote: ↑Sat Nov 06, 2021 9:39 amWhy swap entities? Wouldn't it be enough to toggle LuaEntity.active?
- Sat Nov 06, 2021 9:27 am
- Forum: Modding help
- Topic: Make machine only work during day time
- Replies: 8
- Views: 2812
Re: Make machine only work during day time
Crafting speed is not setable in the control stage. You can see it's only readable "[R]" in the docs: https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.crafting_speed You will have to achieve that mechanic some other way. For example having two entities, where one has a crafting...
- Thu Nov 04, 2021 5:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias][1.1.42] All GUIs becomes unresponsive after cutscene with Tips-And-Tricks open
- Replies: 3
- Views: 3245
[Tobias][1.1.42] All GUIs becomes unresponsive after cutscene with Tips-And-Tricks open
This is a kind of obscure bug that a player came across. It's relatively easy to work around this in the mod, but thought I would let you guys know. What happened? When turning of game_view_settings.show_controller_gui and then viewing a cutscene while Tips-And-Tricks is open can cause all GUIs to b...
- Sun Oct 17, 2021 9:12 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 96688
Re: Small documentation improvement requests
https://wiki.factorio.com/Prototype/Generator#maximum_temperature The maximum temperature to which the efficiency will increase. After this temperature the generator will run at 100% efficiency. Note: higher temperatures can still be consumed. -> It's a bit more complicated than that, I've expanded...
- Sat Oct 16, 2021 8:54 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 54242
Re: Industrial Revolution 2 discussion
That's perfect, and the video clip is a great addition. Thanks a lot!Deadlock989 wrote: ↑Fri Oct 15, 2021 6:38 pmThe invisible car trick is used in IR2's "transmat" sequence...
- Thu Oct 14, 2021 11:01 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 54242
Re: Industrial Revolution 2 discussion
I'd definitely use something like that, if only for temporarily "hiding" characters by giving them completely transparent sprites as "armour", which would avoid the need for wild shenanigans involving invisible indestructible cars and having to track and clean them up again unde...
- Wed Sep 22, 2021 1:04 pm
- Forum: Modding help
- Topic: Custom ArithmeticCombinator
- Replies: 4
- Views: 1916
Re: Custom ArithmeticCombinator
Realized my previous post wasn't very helpful. Looking at other mods like this one it seems like it's not easy modifying other combinators to output what you want it to output. It looks like you would need to put your output on a invisible constant combinator. https://mods.factorio.com/mod/stack-com...
- Wed Sep 22, 2021 12:46 pm
- Forum: Modding help
- Topic: Custom ArithmeticCombinator
- Replies: 4
- Views: 1916
Re: Custom ArithmeticCombinator
Best would be to download a mod that does something similar to what you want to do, and then see what they did. Maybe something like this? https://mods.factorio.com/mod/UsefulCombinators And for reference, this is how I've managed to change the output of a constant combinator in one of my mods. Shou...
- Sat Sep 18, 2021 10:53 am
- Forum: Documentation Improvement Requests
- Topic: AttackReactionItem, DamageTriggerEffectItem and AreaTriggerItem properties missing descriptions
- Replies: 0
- Views: 210
AttackReactionItem, DamageTriggerEffectItem and AreaTriggerItem properties missing descriptions
The documentation about the whole Trigger/Effects system could do with a little love :) Here are a few things that I think I know what it means (or at least I think so - no thorough investigation was done): AttackReactionItem Event fires when this entity's damage is decreased. It will not fire if th...
- Tue Sep 14, 2021 6:35 am
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 22720
Re: New API Docs website
Why is the content forced into a window roughly half the width of my browser? For some functions half the function arguments are cut off and there is no left/right scroll bar. And for most others the description is split into multiple lines. Meanwhile half the screen is empty. There's a button on t...
- Sun Sep 12, 2021 1:49 pm
- Forum: Modding interface requests
- Topic: Allow gui_arrow to point to offscreen targets, like Alerts
- Replies: 1
- Views: 1065
Allow gui_arrow to point to offscreen targets, like Alerts
Current Behaviour Currently when you draw an arrow using set_gui_arrow . It looks like this for both types entity and position. https://i.imgur.com/CEV06pz.png However, when the arrow moves off screen it dissapears, and you have no idea where the arrow (or your goal) is. The Suggestion Add an addit...
- Sun Sep 12, 2021 11:06 am
- Forum: Won't fix.
- Topic: [1.1.39] on_cutscene_waypoint_reached index starts at 0
- Replies: 3
- Views: 1805
Re: [1.1.39] on_cutscene_waypoint_reached index starts at 0
Yes, of course. As long as it is documented.Deadlock989 wrote: ↑Sun Sep 12, 2021 11:00 amMy preference would be to change the documentation rather than break all the mods which currently compensate for this, probably some artifact of passing stuff between Lua and C++.
- Sun Sep 12, 2021 8:41 am
- Forum: Won't fix.
- Topic: [1.1.39] on_cutscene_waypoint_reached index starts at 0
- Replies: 3
- Views: 1805
[1.1.39] on_cutscene_waypoint_reached index starts at 0
This is either a bug, or an error in documentation. If it's simply an error in documentation then I'll will make a post on that thread. If it's a bug, then I'm not sure how it remained in the game for so long :D (although cutscenes aren't used much) What? The on_cutscene_waypoint_reached event retur...
- Sat Sep 11, 2021 9:51 am
- Forum: Modding interface requests
- Topic: on_wire_placed
- Replies: 10
- Views: 4185
Re: on_wire_placed
+1
My use case is preventing players from connecting power poles with copper cable in Fluidic Power, by destroying the connection as soon as it's made. (The mod expects only have pipe connections between poles, and not electric connections as well)
My use case is preventing players from connecting power poles with copper cable in Fluidic Power, by destroying the connection as soon as it's made. (The mod expects only have pipe connections between poles, and not electric connections as well)
- Sun Aug 29, 2021 5:27 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 94202
Re: Nauvis Post Collapse 1.0 (Pre-Alpha)
I added a little snippet of this beautiful map into the unofficial Factorio Hall of Fame . I can't wait to see what you and your team comes up with for Version 2. Good luck with the development! https://raw.githubusercontent.com/heinwessels/Factorio-HallOfFame/main/pictures/nauvis_post_collapse.png
- Mon Aug 23, 2021 11:31 am
- Forum: Technical Help
- Topic: Performace issues on High-End PC
- Replies: 12
- Views: 5056
Re: Performace issues on High-End PC
When I go in task manager (see first image) my CPU is only at 20% and my graphics card is hardly used at all which leads me to suspect the game isn't utilising its full potential. IIRC the CPU showing 25% does not mean your CPU is only performing at 25%. It could be that you have a quadcore, One of...
- Mon Aug 23, 2021 9:57 am
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 37871
Re: [1.1] Nullius: A Factorio prequel
Quote from the Nullius FAQ:
Where are the Cliff Explosives? Radar?
... Radars are called sensor nodes ....
- Sat Aug 21, 2021 9:12 pm
- Forum: Modding help
- Topic: [1.1.38] [MOD] Space Exploration - surface.delete_chunk causes permanent freeze
- Replies: 9
- Views: 4776
Re: [1.1.38] [MOD] Space Exploration - surface.delete_chunk causes permanent freeze
Does't deleting chunks just take long in general though? I don't have much experience in trimming surfaces in SE, but when I reduce save files for the Hall of Fame I sometimes need to let it run through the night. And there was no mod handlers running, only tons and tons of entities.