Search found 697 matches
- Mon May 02, 2022 6:26 am
- Forum: Modding help
- Topic: How does technology_to_unlock work for Prototype/Shortcut?
- Replies: 2
- Views: 130
Re: How does technology_to_unlock work for Prototype/Shortcut?
Rather unexpectedly technology_to_unlock means the shortcut will be available if you researched that technology already in any game. It is used by the base game for the blueprint shortcuts that are supposed to be only available later in the game for new players, but right from the start for experien...
- Mon Apr 25, 2022 6:10 am
- Forum: Not a bug
- Topic: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
- Replies: 9
- Views: 337
Re: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Keep it civil! Arguing on topic can be done without personal attacks.
- Fri Apr 22, 2022 6:17 pm
- Forum: Assigned
- Topic: [Tobias] Inserter message inconsistant with "full" destination
- Replies: 2
- Views: 250
Re: Inserter message inconsistant with "full" destination
For reference see 99191. At least the thing about the burner mining drill was already reported.
- Tue Apr 19, 2022 11:16 am
- Forum: Modding interface requests
- Topic: Actually, I want to create a machine with more than 255 frames of animation
- Replies: 7
- Views: 312
Re: Actually, I want to create a machine with more than 255 frames of animation
As a very hacky workaround you could make multiple entities with parts of the animation and then replace them every few ticks. 

- Tue Apr 19, 2022 6:55 am
- Forum: Won't fix.
- Topic: [kovarex] [0.18.45] Uranium electric drill ghost
- Replies: 2
- Views: 658
Re: [kovarex] [0.18.45] Uranium electric drill ghost
Just stumbled upon this in-game and what strikes me as odd is that the electric mining drill ghost in your hand has the fluid inputs. Only when I place it down it changes to the normal miner ghost again.
- Fri Apr 15, 2022 7:05 am
- Forum: Modding discussion
- Topic: Licensing question about interactions between mods
- Replies: 13
- Views: 411
Re: Licensing question about interactions between mods
I think this is a reasonable answer: If the alterations are made by another mod within the Factorio environment, then those altered artifacts are *never distributed*. They are recreated each time the game is loaded on a particular machine. Most licenses on the mod portal only prohibit *distributing*...
- Tue Mar 29, 2022 9:36 pm
- Forum: Modding help
- Topic: Is there any way for the data stage to effect the settings stage?
- Replies: 9
- Views: 738
Re: Is there any way for the data stage to effect the settings stage?
On a related note: I would really like to be able to conditionally create runtime settings based on the value of a startup setting. My use case is a startup setting that enables a feature and multiple runtime settings to āfine tuneā it. It really makes no sense having the runtime settings available ...
- Tue Mar 29, 2022 3:00 pm
- Forum: Modding interface requests
- Topic: Requesting an event for when a cutscene ends
- Replies: 5
- Views: 568
Re: Requesting an event for when a cutscene ends
I would like to request an event called on_player_controller_changed or something similar. As I understand it this could solve the issue presented here as well (that's why I am posting here). My use case is that I want to know when another mod changes the controller. There already is on_player_toggl...
- Wed Mar 23, 2022 5:19 pm
- Forum: Translations
- Topic: German localization discussion
- Replies: 198
- Views: 80463
Re: German localization discussion
Nun, wir müssen uns bei der Ćbersetzung vor allem am Originaltext orientieren: Runs automated schedules and pulls rolling stock. Der Punkt wƤre also drin :lol: Ein "kann" hinzufügen wƤre noch akzeptabel würde ich sagen. Mein Gedanke wƤre noch, dass an anderen Stellen "rolling stock&qu...
- Sun Mar 13, 2022 11:26 am
- Forum: Ideas and Suggestions
- Topic: Production statistics per surface
- Replies: 13
- Views: 1247
Re: Production statistics per surface
Yeah, didnāt consider Factorissimo. I was more thinking about SpaceExploration. So maybe a combination of both? On surface creation the modder is able to define whether the statistics should be added to another surface (for things like Factorissimo) and in the statistics GUI the player can group mul...
- Sun Mar 13, 2022 9:11 am
- Forum: Translations
- Topic: German localization discussion
- Replies: 198
- Views: 80463
Re: German localization discussion
Ich habe mir mal erlaubt die Ćnderung vorzuschlagen. Danke dir für den Hinweis!
- Sun Mar 13, 2022 9:03 am
- Forum: Outdated/Not implemented
- Topic: Performance: Multicore pathfinding for "low" GHz servers
- Replies: 10
- Views: 717
Re: Performance: Multicore pathfinding for "low" GHz servers
in theory it could be possible to isolate separate rail networks as in most cases they are unable to interact with each other making it a candidate for a trains pathfinder You mean something like the transport lines but for rail networks? but then the update of trains themselves is also sequential ...
- Sun Mar 13, 2022 8:45 am
- Forum: Ideas and Suggestions
- Topic: Production statistics per surface
- Replies: 13
- Views: 1247
Re: Production statistics per surface
I'd probably make it opt-in. What? The surfaces? The statistics? That needs a bit more flesh :) I can think of two ways to approach this: 1. A parameter for surface creation so modders can tell the game whether they want a separate statistic or not. They could probably even take player input into a...
- Sat Feb 19, 2022 9:12 am
- Forum: Gameplay Help
- Topic: [1.1.53] Mark for deconstruction not working
- Replies: 8
- Views: 792
Re: [1.1.53] Mark for deconstruction not working
Maybe this thread helps you solve the problem: 101341
- Mon Feb 14, 2022 9:01 am
- Forum: Gameplay Help
- Topic: Bug? - Deconstruction Flag Removed
- Replies: 7
- Views: 567
Re: Bug? - Deconstruction Flag Removed
If you can reproduce it, I think it might be worth to make a bug report about it.
- Mon Feb 07, 2022 7:25 am
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 178
- Views: 44872
Re: Friday Facts #367 - Expansion news
I donāt understand the discussion about the price. They clearly state: The general goal is to make the expansion feel like as big an addition as the whole vanilla game. This is why we plan to price it at $30.00 The vanilla game costs $30, the expansion will cost another $30. There plan is to double ...
- Sat Feb 05, 2022 1:50 pm
- Forum: Ideas and Suggestions
- Topic: Let me collapse the conditions for a train station in train GUI
- Replies: 4
- Views: 524
Re: Let me collapse the conditions for a train station in train GUI
[ick] Merged two topics about collapsing train schedule conditions.
- Thu Jan 27, 2022 11:38 am
- Forum: Outdated/Not implemented
- Topic: "Soft" mode for filtering splitters
- Replies: 7
- Views: 473
Re: "Soft" mode for filtering splitters
You can do this already, this is how: Instead of filtering for steel, the first splitter should have an output priority to the right. Remove the second splitter and put the underground belt directly in front of the right side of the first splitter. Because the copper is blocked by the side of the un...
- Mon Jan 10, 2022 7:37 pm
- Forum: Won't fix.
- Topic: Too long translations in controls settings
- Replies: 12
- Views: 1735
Re: Too long translations in controls settings
As this was brought up again here I'd like to "put my mustard to it" as we Germans say. :lol: My suggestions to at least try to mitigate this problem would be as follows: Use "Ziffernblock" instead of "Nummernblock". It's at least a bit shorter. Omit "taste" i...
- Sun Jan 09, 2022 11:16 am
- Forum: Modding help
- Topic: Entity is not displayed.
- Replies: 8
- Views: 744
Re: Entity is not displayed.
Itās most likely a bug from a mod or a conflict between mods. If you provide a save file I (or someone else) can take a look at it.