Search found 7 matches
- Fri Jan 08, 2021 4:19 pm
- Forum: Mods
- Topic: [Mod 1.1] Auto Track Laying
- Replies: 0
- Views: 960
[Mod 1.1] Auto Track Laying
It's a simple mod that automatically builds tracks from ghosts when you walk over them. It also works while in a train or other vehicle. Download: https://mods.factorio.com/mod/auto-track-laying It was inspired by Gromit in The Wrong Trousers: https://youtu.be/jrmZIgVoQw4?t=94 It's meant as a less t...
- Wed Jan 06, 2021 1:53 pm
- Forum: Mod portal Discussion
- Topic: GitLab support
- Replies: 13
- Views: 4939
Re: GitLab support
I agree, Gitlab support would be very nice. The main reason I use Gitlab is because they allow for bigger free repositories, and the server is actually open-source as well. Github has good support for open source project, but their server code isn't open-source, which feels disingenuous. On top of t...
- Sat Jan 06, 2018 3:37 pm
- Forum: Duplicates
- Topic: [0.16.15] Inconsistent inserter to splitter behaviour
- Replies: 3
- Views: 1888
Re: [0.16.15] Inconsistent inserter to splitter behaviour
It's by deisgn that the items are dropped 'after' the splitter (so they aren't split), however it can't be by design that they end up on the other lane of the belt. This breaks certain blueprints when rotate, which can't be what they want.
- Fri Dec 22, 2017 9:59 pm
- Forum: Not a bug
- Topic: Mod startup settings should be stored on the save file
- Replies: 2
- Views: 1889
Re: Mod startup settings should be stored on the save file
Perhaps there should be a fourth settings type. Something that has to be fixed when starting a new game and can't be changed later. It however doesn't need to be known when factorio is loading. This setting should then also be saved. "savegame-global" or something. I, for instance, made a ...
- Mon Sep 04, 2017 8:27 am
- Forum: Modding help
- Topic: Prevent bot upgrades to apply to mod-bots?
- Replies: 4
- Views: 1995
Re: Prevent bot upgrades to apply to mod-bots?
The only way to make this not apply, is to make the bot something other than a logistic or construction robot, which will also prevent it from performing the task you want it to do. Shame :( Ahh well, I now just made them half as fast, which is really slow at the start but good enough for the begin...
- Sun Sep 03, 2017 3:08 pm
- Forum: Modding help
- Topic: Prevent bot upgrades to apply to mod-bots?
- Replies: 4
- Views: 1995
Re: Prevent bot upgrades to apply to mod-bots?
It looks like the upgrades use a modifier, when I look in `Factorio\data\base\prototypes\technology\technology.lua` there are several technoligies with as effect: effects = { { type = "worker-robot-speed", modifier = 0.35 } } Any idea how to prevent the effect of this on my early-game bots?
- Wed May 17, 2017 10:42 pm
- Forum: Modding help
- Topic: Prevent bot upgrades to apply to mod-bots?
- Replies: 4
- Views: 1995
Prevent bot upgrades to apply to mod-bots?
I've created a simple mod that adds early-game bots. They are to be worse versions of the later bots. The main thing that would make them worse it that they don't enjoy upgrades. However, I couldn't find how to prevent the new bots from getting those upgrades, so they can never carry more than 1 ite...