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This post was originally made in Dec/2023 and mostly discussed in Jan/2024.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 ...
Search found 17 matches
- Fri Jun 14, 2024 2:02 am
- Forum: General discussion
- Topic: When can we expect 2.0?
- Replies: 18
- Views: 48301
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
Great game! Lots of love to all of you.
- 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.
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
I've set mine to 80% and now I can read the bottom of the info window.
I hope this helps you.
Bèco
I've set mine to 80% and now I can read the bottom of the info window.
I hope this helps you.
Bèco
- 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 ...
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 ...
- 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.
- 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 ...
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 ...
- 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?
Did I lose any important data in this file?
- 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 ...
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 ...