Search found 15 matches
- Fri Oct 25, 2024 4:29 am
- Forum: Documentation Improvement Requests
- Topic: The 'quality' field is not documented for SignalID
- Replies: 2
- Views: 150
[2.0.10] API Documentation - SignalID is missing quality
Apologies if this is my misunderstanding. When fetching signals via (at least) LuaEntity::get_signals, item signals are returned with a quality entry in the table, but this isn't described in the SignalID documentation. https://lua-api.factorio.com/latest/concepts/SignalID.html For items, type is om...
- Sat Sep 02, 2023 9:54 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 217
- Views: 58439
Re: Friday Facts #374 - Smarter robots
I never post on these forums, but this is SO AMAZING that I have to! This is an absolute gamechanger and will make prototyping and expanding and EVERYTHING just so, so much better. These are all things I just shrugged off as too complicated/computationally expensive, and now here they are! I'm excit...
- Wed Jan 30, 2019 6:30 am
- Forum: Mods
- Topic: [Mod 0.16] InstantLogistics
- Replies: 2
- Views: 1107
Re: [Mod 0.16] InstantLogistics
Another goal: a fast-start option that gives you a stack of logistic chests and roboports. The game feels REALLY weird when your burner miners are depositing their stuff basically into your inventory. Deceptive though- you have so much stuff in your inventory you feel like you're ready to scale up b...
- Wed Jan 30, 2019 4:42 am
- Forum: Mods
- Topic: [Mod 0.16] InstantLogistics
- Replies: 2
- Views: 1107
[Mod 0.16] InstantLogistics
https://mods.factorio.com/mod/InstantLogistics Requester and buffer chests instantly receive their requests from the same network, even if there are no logistics robots available. Logistics robots might task for these, briefly, before the request is auto-fulfilled. This does not create items out of ...
- Fri Jun 16, 2017 9:54 pm
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 58028
Re: Friday Facts #195 - Poles re-design
So this might not be the perfect place to ask this, and so I'll ask it again if you don't see it. I'm working on a sleeve of tattoos representing my favorite video games- limited to games I've played for a hundred hours or more. Factorio is absolutely one of the games I want to represent, and I figu...
- Fri Mar 04, 2016 8:21 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 228039
Re: Friday Facts #128 - Back down to earth
1. Takes a high-level research to unlock (at least blue science, possibly gated by Inserter stack size bonus 3 or 4). 2. Can't take things out of / put things into assembling machines / furnaces etc. 3. Is expensive to build and requires electricity. 4. (And I know this will probably be a point of ...
- Sun Jun 28, 2015 7:32 am
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 54209
Re: [0.11.22] Replicators 1.0.25
Hey guys! I see that my mod has inspired a lot of new work, and I'm really impressed by how far it's come! There are, however, some parts I am not really into. Like the piping/liquid aspect, and the change in the early game. I don't think they're BAD by any means- in fact, I'm starting up a game wit...
- Sat Nov 22, 2014 7:58 pm
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 83251
Re: [MOD 0.11.3] Replicators 0.2.1
I added rare earth at tier II at ore cost * 10. To use, either unzip the original then overwrite with re_replicators, or if you know what your doing merge the zips. How does it feel at that tier? The original version of the mod worked like that, where there was no mining at all required, but becaus...
- Sat Nov 22, 2014 6:43 am
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 83251
Re: [MOD 0.11.3] Replicators 0.2.1
Oh, so when you guys said you'd like to see more rare earth on the map, you meant that there was ZERO outside the starting area. Somehow managed to edit a number I didn't intend to edit. I'll post a fix as soon as I get it well-tested.
- Thu Nov 20, 2014 1:03 am
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 83251
Re: [MOD 0.11.3] Replicators 0.2.1
what am i doing wrong with the mod? when is tart a new map i get the bug control.lua:5 First argument must be a table or number Same Problem here :/ Are you guys for sure using factorio 0.11.3? Are you using any other really big, total conversion type mods? I can't for the life of me imagine why th...
- Wed Nov 19, 2014 5:25 am
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 83251
Re: [MOD 0.11.3] Replicators 0.2.1
New update in first post. Fixes labs by un-moduling the new items. Unfortunately, I can't figure out how to make this fix without breaking saves, so you'll have to start a new map. Hopefully this was a breaking enough change that nobody wasted too much time. Sorry!
- Tue Nov 18, 2014 10:41 pm
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 83251
Re: [MOD 0.11.3] Replicators
Oh dear. Obviously a little half-baked. I'll make some fixes this evening to make the labs work correctly, and I'll look at the strange control.lua bug. Thanks for the feedback.
- Tue Nov 18, 2014 6:24 am
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 83251
[MOD 0.11.3] Replicators 0.2.1
Update 0.2.1 : Fixed replication labs not being able to use inserters, huge oversight on my part. (Side effect, the magnet items are no longer modules, and you can't convert your old game. :cry: This is the mod I've been working on for a while. It fairly dramatically changes the balance/strategy of...
- Sat Nov 01, 2014 8:28 pm
- Forum: Mods
- Topic: [MOD 0.11.X] patched Advanced-Solar-Energy
- Replies: 1
- Views: 4822
[MOD 0.11.X] patched Advanced-Solar-Energy
This is a prerequisite for another mod I'm working on, so I had to update it. I did next to nothing for it, so I don't really deserve any credit for it. http://www.filedropper.com/advanced-solar-energy110 At some point I'll probably be nice and post the screenshots for the items it adds, but essenti...
- Sat Nov 01, 2014 6:35 pm
- Forum: Mods
- Topic: [MOD 0.11.X] TimeButtons
- Replies: 8
- Views: 8633
[MOD 0.11.X] TimeButtons
It didn't look to me like the old author was still active, so I fixed a couple things in the TimeButtons mod for 0.11, with a minor regression. This version has the compatibility fix for Advanced Equipment removed. That's basically all I did, other than wrapping the cursor state call in a try/pcall....