Search found 21 matches
- Sun Oct 13, 2024 4:00 am
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 40417
Re: Friday Facts #432 - Aquilo
I believe electric-like discharge sound will be more suitable for railgun, as can be seen on this old railgun test video: https://www.youtube.com/watch?v=O2QqOvFMG_A
- Fri Jun 21, 2024 1:11 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 81436
Re: Friday Facts #416 - Fluids 2.0
Approach is similar to how Captain of Industries handles liquids/gases. Which isn't bad at all. And to make flow look realistic there is always option to add visual only effect. IMO, we should postpone any implementation of realistic fluid simulations in such massive and complex games as Factorio, u...
- Wed Mar 02, 2022 12:06 pm
- Forum: News
- Topic: We support Ukraine
- Replies: 3348
- Views: 626948
Re: We support Ukraine
Did you see what lies Russian state media outlets are writing about the war? More places writing about it may tell more Russians what's actually going on. Did you see what lies Ukrainian media outlets are writing about the war? Lies and propaganda are from both sides. As matter of the fact, my enti...
- Fri Apr 03, 2020 6:45 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 159358
Re: [MOD 0.18] KRASTORIO^2
Meanwhile I will try to make compatibility mod for Krastorio^2 & Rampart Arsenal. If you need to add code for compatibility in K2 files, then send it to us. Right now it is only WIP, but I intend to replace classic Factorio ammo graphics with Krastorio style & etc as well. Also add Rampart ...
- Wed Apr 01, 2020 1:12 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 159358
Re: [MOD 0.18] KRASTORIO^2
Meanwhile I will try to make compatibility mod for Krastorio^2 & Rampart Arsenal.
- Mon Mar 30, 2020 4:24 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 159358
Re: [MOD 0.18] KRASTORIO^2
Look what I have found among the artwork:
I think current tank in Krastorio^2 is not big enough. And we might need a "next level" tank to keep up <_<
I think current tank in Krastorio^2 is not big enough. And we might need a "next level" tank to keep up <_<
- Sat Mar 21, 2020 11:13 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 103403
Re: Friday Facts #339 - Beacon HR + Redesign process
In my opinion, this version of Beacon (pure tower without support metal beams) is way more neat and epic: https://cdn.factorio.com/assets/img/blog/fff-339-beacon-anim-test.gif Then the next you've shown us (that looks like a fire hydrant supported by metal beams in air). This version's effects are a...
- Fri Mar 13, 2020 2:25 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 159358
Re: [MOD 0.18] KRASTORIO^2
I can feel it... I can see it... It... It is the... Krastorio^2... Angel's mods... Bob's mods... Industrial Revolution... Fusing... Into... One... I can see the LIGHT! Seriously, I just realized how amazing it will be, if all these mods will be made compatible with each other. I will attempt to make...
- Fri Jan 17, 2020 5:35 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 43685
Re: Friday Facts #330 - Main menu and File Share Shenanigans
Can I please get Train Lasers and Horse Armor DLC? Thanks.
- Sun Nov 17, 2019 10:51 am
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 38938
Re: Friday Facts #321 - Countdown
Lol, Kovarex, if everybody was releasing 1.0 as you did, our world would've been a better placeFactorioBot wrote: βFri Nov 15, 2019 3:53 pm Here it is! (beep boop)
https://factorio.com/blog/post/fff-321
- Tue Oct 30, 2018 2:16 pm
- Forum: Angels Mods
- Topic: Angel's Exploration (Question)
- Replies: 3
- Views: 4079
Angel's Exploration (Question)
Hello Arch666Angel,
I've very much enjoyed playing with Mammoth Tank (a little bit of C&C nostalgia here). In my opinion it is quite sad that it became forgotten.
Can you grant me permission to support, expand and re-upload it (along with Angel's Components and Tech)?
Thanks,
WarStalkeR.
I've very much enjoyed playing with Mammoth Tank (a little bit of C&C nostalgia here). In my opinion it is quite sad that it became forgotten.
Can you grant me permission to support, expand and re-upload it (along with Angel's Components and Tech)?
Thanks,
WarStalkeR.
- Thu Sep 28, 2017 10:37 am
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 60999
Re: Friday Facts #209 - Optimisation is a way of life
https://www.factorio.com/blog/post/fff-209 Hello Kovarex, as True God of Optimization, can you please post some short tips for optimization for Stellaris developers? Either they have hard time or just can't into optimization as they should (as almost everybody else). Just post these tips here and I...
- Mon Aug 21, 2017 5:27 pm
- Forum: Modding help
- Topic: A way to ignore productivity bonus for certain items?
- Replies: 8
- Views: 2841
Re: A way to ignore productivity bonus for certain items?
Hello community, I'd like to know if is there any way to ignore productivity bonus for certain items or in certain recipes? When I found out that with Productivity Module single Spent Ceramic Filter can turn into multiple Ceramic Filters after cleaning it with pure water - it became very weird for ...
- Mon Aug 21, 2017 5:25 pm
- Forum: Modding help
- Topic: A way to ignore productivity bonus for certain items?
- Replies: 8
- Views: 2841
Re: A way to ignore productivity bonus for certain items?
See vanilla kovarex process. That just doesn't allow productivity modules That is literally what he asked for. Nope. I will give example: 1) Crystallization Plant consumes 35x Thermal Water + 1x Ceramic Filter and produces 5x Ore + 1x Spent Ceramic Filter. 2) If you will put +200% productivity modu...
- Mon Aug 21, 2017 3:33 am
- Forum: Modding help
- Topic: A way to ignore productivity bonus for certain items?
- Replies: 8
- Views: 2841
A way to ignore productivity bonus for certain items?
Hello community, I'd like to know if is there any way to ignore productivity bonus for certain items or in certain recipes? When I found out that with Productivity Module single Spent Ceramic Filter can turn into multiple Ceramic Filters after cleaning it with pure water - it became very weird for me.
- Wed Aug 02, 2017 1:22 pm
- Forum: Modding help
- Topic: How to list through all items that can be held in inventory?
- Replies: 7
- Views: 3399
Re: How to list through all items that can be held in inventory?
data.raw.item is only a fraction of items going to inventory. There also are item-with-entity-data, item-with-inventory, blueprints & deconstructors, capsules, ammo, guns, armor, equipment, and probably some more i forgot. If you want a complete list look at Creative Mode. Thanks. I needed only...
- Wed Aug 02, 2017 1:20 pm
- Forum: Modding help
- Topic: How to list through all items that can be held in inventory?
- Replies: 7
- Views: 3399
Re: How to list through all items that can be held in inventory?
Thanks people, I found where problem was. Solved it with:
Code: Select all
for _, item in pairs (data.raw.item) do
- Wed Aug 02, 2017 11:47 am
- Forum: Modding help
- Topic: How to list through all items that can be held in inventory?
- Replies: 7
- Views: 3399
Re: How to list through all items that can be held in inventory?
For scripting (control.lua) is for i, item in pairs (game.items) do --if item.name == "my-item-name" then somefunction(item) --end end Thanks for help. But what am I doing wrong? http://i.imgur.com/5RedXyp.png for i, item in pairs (game.items) do if item.type == "item" or item.t...
- Wed Aug 02, 2017 10:23 am
- Forum: Modding help
- Topic: How to list through all items that can be held in inventory?
- Replies: 7
- Views: 3399
How to list through all items that can be held in inventory?
Hello community. How can I list through all items in Factorio (vanilla and mods) that can be held in inventory?
Is there something like this?
Thanks,
WarStalkeR.
Is there something like this?
Code: Select all
for each item in data.raw.items do
if item.canbeininventory then
somefunction(item)
end
end
WarStalkeR.
- Thu Nov 06, 2014 11:34 am
- Forum: Implemented mod requests
- Topic: Exposing Power Generation to Modding API?
- Replies: 1
- Views: 1583
Exposing Power Generation to Modding API?
Dear developer, I'm humbly asking you, please expose Power Generation to Modding API more deeply, to allow modmakers to create custom power plants that consume resources, which modmakers select. Suggestion code example of weird power plant's energy_source, when two resource sets are available for us...