Search found 17 matches

by beco
Fri Jun 14, 2024 2:02 am
Forum: General discussion
Topic: When can we expect 2.0?
Replies: 18
Views: 48301

Re: When can we expect 2.0?

Hi guys,

This post was originally made in Dec/2023 and mostly discussed in Jan/2024. We are in June/2024 and maybe there are some more news or at least some breadcrumbs to be shared about Factorio 2.0 release date?

How is the working in progress going?

Any more palatable release date ahead ...
by beco
Sat Jan 20, 2024 3:48 am
Forum: Gameplay Help
Topic: 113050 Plastic bars
Replies: 6
Views: 1633

Re: 113050 Plastic bars

You guys gave me a lot of "food for thought" that I will try to implement in some ideas and post a feedback here later.

Thank you Tertius and mmmPI;

On a quick note, since I had no time to a more elaborated answer now, I just want to note that this last "Friday Facts" is very interesting.

https ...
by beco
Sun Jan 14, 2024 2:15 am
Forum: Gameplay Help
Topic: 113050 Plastic bars
Replies: 6
Views: 1633

Re: 113050 Plastic bars

Thanks mmmPI

I'll take a look at those combinators.

No, using mods right now is not an option. I'm playing strictly vanilla for this specific game.

---

The problem with counting by looking into inserters is that they are many. It is really hard work to link all of them. So, this solution is not ...
by beco
Thu Jan 11, 2024 7:56 pm
Forum: Gameplay Help
Topic: 113050 Plastic bars
Replies: 6
Views: 1633

113050 Plastic bars

Another title for this thread would be "How to count exactly how many produced items were made?"

I know the machines themselves have the amount produced if you hover your mouse on it; but I don't think this information is available to the circuit network, is it?

If not, what would be the options ...
by beco
Sat Jan 06, 2024 3:10 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 606
Views: 346373

Re: Thank you (Make the dev-team happy today!)

Thanks a bucket!

Great game! Lots of love to all of you.
by beco
Wed Jan 03, 2024 7:23 pm
Forum: Not a bug
Topic: stack-filter-inserter missing energy_required
Replies: 2
Views: 590

Re: stack-filter-inserter missing energy_required

boskid wrote: Wed Jan 03, 2024 7:19 pm Not a bug.

RecipePrototype::energy_required has a default value of 0.5 and we are allowed to use it. https://lua-api.factorio.com/latest/pro ... y_required

Thanks. Good to know the default value is 0.5, since I'll need it for my small experiment here.
by beco
Wed Jan 03, 2024 7:16 pm
Forum: Not a bug
Topic: stack-filter-inserter missing energy_required
Replies: 2
Views: 590

stack-filter-inserter missing energy_required

Dear Factorio developers,

First of all, thanks for this great game.

Browsing the prototypes/recipe.lua file I've noticed that the stack-filter-inserter block is missing a directive for energy_required = 0.5

Maybe this values comes from other places, I'm not sure if it is intended or if it is a ...
by beco
Mon Jan 23, 2023 1:22 pm
Forum: Modding help
Topic: Migration file order
Replies: 9
Views: 1681

Re: Migration file order


Except that there are different date formats in use. While dates would work well for people from a culture where the YY[YY]-MM-DD notation is used, it may be different (depending on the date) for people accustomed to formats like DD-MM-YY[YY].


It is not really a "cultural" thing. In my country ...
by beco
Mon Jan 23, 2023 4:08 am
Forum: Modding help
Topic: Migration file order
Replies: 9
Views: 1681

Re: Migration file order


I don't remember where I learned it, and I don't know if this is the "correct" way or if it's inconsequential, but I had learned to name the migration files as "mod-name_version", where version matched the mod version it's introduced with.

As such, as DaveMcW said, I believe it is ascending order ...
by beco
Mon Jan 23, 2023 4:06 am
Forum: Modding help
Topic: Migration file order
Replies: 9
Views: 1681

Re: Migration file order

Thanks for your concise reply Dave.

Now with that out of the way (ascending order), with that nomenclature scheme, is that the order we want the game to apply our patches?

I suppose so.

For example, if some name changes twice, say:

carbonization -> woodcarbonization -> wood-carbonization

we ...
by beco
Mon Jan 23, 2023 3:45 am
Forum: Modding help
Topic: Migration file order
Replies: 9
Views: 1681

Migration file order

Hello guys!

I'm a new modder and since I'm also a professor I intend to broad the audience of the game by teaching about it. As a first mod I created (not completely ready yet) the woodcarbonization recipe ( https://mods.factorio.com/mod/woodcarbonization ).

When I created it, it conflict my first ...
by beco
Sun Jun 11, 2017 7:37 pm
Forum: Technical Help
Topic: Hidden info on smaller screen
Replies: 4
Views: 1995

Re: Hidden info on smaller screen

I've found that this option helps to solve my problem.

Image

I've set mine to 80% and now I can read the bottom of the info window.

I hope this helps you.

Bèco
by beco
Sun Jun 11, 2017 7:31 pm
Forum: Technical Help
Topic: Hidden info on smaller screen
Replies: 4
Views: 1995

Re: Hidden info on smaller screen

There's a logistic network overview in 0.15: https://forums.factorio.com/viewtopic.php?f=38&t=42204&start=40#p247190
For now you can try my Minimap autohide mod that will remove the minimap while you have a logistics chest selected to have more space.

Dear Daniel,

Your mod is great, thank you ...
by beco
Sat Jun 10, 2017 2:59 am
Forum: Technical Help
Topic: Contents of config-path.cfg (Linux)
Replies: 1
Views: 2072

Re: Contents of config-path.cfg (Linux)

An answer from the official team would be greatly appreciated.
by beco
Tue Jun 06, 2017 6:37 am
Forum: Technical Help
Topic: Contents of config-path.cfg (Linux)
Replies: 1
Views: 2072

Contents of config-path.cfg (Linux)

Dear support,

What exactly should the config-path.cfg file contains?

For now, I am using this line, and I created a folder ./factorio/config
But I am not sure if that is the correct way to set up.



$ cat config-path.cfg
config-path=/home/Programs/factorio/config
#config-path=__PATH__executable ...
by beco
Tue Jun 06, 2017 6:33 am
Forum: Pending
Topic: Can't run - crashes
Replies: 3
Views: 1505

Re: Can't run - crashes

Thank you, kovarex. Problem solved.

Did I lose any important data in this file?
by beco
Mon Jun 05, 2017 5:49 pm
Forum: Pending
Topic: Can't run - crashes
Replies: 3
Views: 1505

Can't run - crashes

Dear Factorio Support,

Please, help! I can't run my game (complete version).

The errors read:


$ ./factorio &
[1] 9634
0.000 2017-06-05 14:41:27; Factorio 0.14.23 (build 25374, linux64, alpha)
0.032 Operating system: Linux (Debian 8.8)
0.032 Program arguments: "./factorio"
0.032 Read data ...

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