Search found 366 matches
- Fri Sep 13, 2024 10:20 am
- Forum: Modding interface requests
- Topic: A setting on recipes to only output 1 item.
- Replies: 16
- Views: 4148
Re: A setting on recipes to only output 1 item.
Related viewtopic.php?f=28&t=60376
- Fri Sep 13, 2024 7:56 am
- Forum: Ideas and Suggestions
- Topic: Add whitelist/blacklist to loaders
- Replies: 3
- Views: 603
Re: Add whitelist/blacklist to loaders
It might be implemented for 2.0 since there was some rework on loader settings
viewtopic.php?p=609363#p609363
viewtopic.php?p=609363#p609363
- Wed Sep 11, 2024 1:07 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 396
- Views: 50489
Re: Friday Facts #414 - Spoils of Agriculture
I am talking about mechanics, I'm not confusing them with anything. The fact that machines work based on the state of the output buffer is not a "playstyle", it's a mechanic and arguably a core one. The fact that items on belts are designed to stop when they reached the end of the belt is...
- Tue Sep 10, 2024 6:32 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 396
- Views: 50489
Re: Friday Facts #414 - Spoils of Agriculture
what I am concerned is that I don't think the idea of limited lifetime works well with existing factorio mechanics Be careful not to confuse "existing factorio mechanics" with "current playstyle". And speaking with experience the spoilage mechanic can be solved with existing too...
- Thu Sep 05, 2024 7:14 pm
- Forum: Ideas and Suggestions
- Topic: "Products Finished": Preserve Across Quick-Replaces
- Replies: 6
- Views: 1727
Re: "Products Finished": Preserve Across Quick-Replaces
+1
This can be argued to be one of the places where gameplay comes above realism. I've also many times looked at my machines' numbers produced, being frustrated that the number was reset at some point due to an upgrade. Big numbers are nice to look at, and it makes you feel connected to your factory.
This can be argued to be one of the places where gameplay comes above realism. I've also many times looked at my machines' numbers produced, being frustrated that the number was reset at some point due to an upgrade. Big numbers are nice to look at, and it makes you feel connected to your factory.
- Sat Aug 31, 2024 1:20 pm
- Forum: Modding interface requests
- Topic: Decorative power pole prototype
- Replies: 1
- Views: 203
Re: Decorative power pole prototype
The performance impact of having so many electric neteworks should be much better in 2.0
- Fri Aug 30, 2024 11:32 am
- Forum: News
- Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
- Replies: 89
- Views: 12946
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
This is already an existing option in the currently released Factorio, called "Entity tooltip on the side"GregoriusT wrote: ↑Fri Aug 30, 2024 11:23 amI hope there is a toggle for this sort of thing in the options
For example (my screenshot doesn't show the actual cursor).
- Sun Aug 25, 2024 8:17 pm
- Forum: Modding help
- Topic: Flashlight toggle help
- Replies: 2
- Views: 239
Re: Flashlight toggle help
You could try
Code: Select all
/c game.player.enable_flashlight()
- Wed Aug 21, 2024 6:16 pm
- Forum: Modding help
- Topic: Grabbing mining_target for an entity on creation
- Replies: 3
- Views: 222
Re: Grabbing mining_target for an entity on creation
I see. What modders usually use is unit_number.
- Wed Aug 21, 2024 7:19 am
- Forum: Modding help
- Topic: Grabbing mining_target for an entity on creation
- Replies: 3
- Views: 222
Re: Grabbing mining_target for an entity on creation
I tried using find_entities_filtered on the area where it spawns, but it doesn't return what I need. It seems to return a userdata block thing that appears as a luaentity but isn't useful at all for table matching with pre-existing LuaEntity objects. I think here is the issue. If you can't get mini...
- Thu Aug 15, 2024 4:57 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 40229
Re: UPS Wars 3 - Electronic Circuits
It's also possible to migrate 0.17 by opening it in 0.18 and saving, and then again in 1.1
- Thu Aug 15, 2024 6:30 am
- Forum: Implemented for 2.0
- Topic: Distance limit parameter for `spill_item_stacks`
- Replies: 5
- Views: 1004
Re: Distance limit parameter for `spill_item_stacks`
This is implemented for 2.0
- Thu Aug 15, 2024 4:23 am
- Forum: Implemented for 2.0
- Topic: Custom title for Script Inventory GUI
- Replies: 2
- Views: 340
Re: Custom title for Script Inventory GUI
This has been implemented for 2.0
- Tue Aug 13, 2024 8:06 am
- Forum: Outdated/Not implemented
- Topic: Water Cannon
- Replies: 5
- Views: 419
Re: Water Cannon
In that case you can try https://mods.factorio.com/mod/extinguisher
- Mon Aug 12, 2024 7:11 am
- Forum: Outdated/Not implemented
- Topic: Water Cannon
- Replies: 5
- Views: 419
Re: Water Cannon
You can use this mod if you want
https://mods.factorio.com/mod/WaterTurret
https://mods.factorio.com/mod/WaterTurret
- Sat Aug 10, 2024 2:14 pm
- Forum: Modding help
- Topic: base_productivity applies regardless of the productivity limitation for recipes
- Replies: 6
- Views: 423
Re: [1.1.109] base_productivity is not always applied
This is due to the recipe. The unbarreling recipes have catalyst_amount set, meaning no productivity will be applied.
- Tue Aug 06, 2024 7:19 am
- Forum: Modding interface requests
- Topic: Metadata on Entities
- Replies: 7
- Views: 533
Re: Metadata on Entities
This is similar to this post viewtopic.php?p=381580#p381580. It seems like the raising of events during the pasting of blueprints safely is quite complicated on the engine's side.
- Mon Aug 05, 2024 9:07 pm
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 40
- Views: 7338
Re: Improving the Mod Portal Search
Is Recently Updated supposed to be the default sort order? I found myself having to go through multiple pages to find anything somewhat relevant to my search before I noticed it was sorting by Recently Updated. I also get frustrated with the search sort order to be Recently Updated almost every tim...
- Fri Aug 02, 2024 7:39 am
- Forum: Ideas and Suggestions
- Topic: stop rendering in the backround
- Replies: 9
- Views: 697
Re: stop rendering in the backround
What you can do to reduce the load of your GPU when you minimize is to zoom-in as far as possible, at a place where there are as little entities as possible. This will give the GPU less things to draw, and speed up the game even if that's the bottleneck.
- Thu Aug 01, 2024 9:12 pm
- Forum: Modding help
- Topic: Recipe Ingredients Issues [FIXED]
- Replies: 6
- Views: 355
Re: Recipe Ingredients Issues
It doesn't really matter where the modification is done. That is the data that your code has to handle