Search found 42 matches
- Wed Jun 26, 2019 12:14 pm
- Forum: Ideas and Suggestions
- Topic: Long-Handed Filter Inserters
- Replies: 11
- Views: 4092
Re: Long-Handed Filter Inserters
if factorio has a problem, it is the steep learning curve new players face. hiding filter functionality behind the 'circuit netwok wall', would only serve to make the game much harder for beginners.
I do not think this would be a problem, as easy single item filtering can currently be done ...
- Tue Apr 09, 2019 1:16 pm
- Forum: Implemented mod requests
- Topic: surface_index in on_robot_built_tile
- Replies: 3
- Views: 1686
Re: surface_index in on_robot_built_tile
Is it possible for on_robot_mined_tile to get the same treatment?
The surface index seems to be missing there as well...
The surface index seems to be missing there as well...
- Thu Apr 04, 2019 2:44 pm
- Forum: Implemented mod requests
- Topic: surface_index in on_robot_built_tile
- Replies: 3
- Views: 1686
surface_index in on_robot_built_tile
Dear Devs,
The current on_robot_built_tile does not contain the surface index, which the similar player event does have.
While the index may be available through the robot as it is on the correct surface, this might cost some computation and add complexity for scripting.
Would it be hard to expose ...
The current on_robot_built_tile does not contain the surface index, which the similar player event does have.
While the index may be available through the robot as it is on the correct surface, this might cost some computation and add complexity for scripting.
Would it be hard to expose ...
- Mon Mar 04, 2019 1:40 pm
- Forum: Ideas and Suggestions
- Topic: Remove the coverage gap between small/med poles
- Replies: 28
- Views: 6982
Re: Remove the coverage gap between small/med poles
-1 as well
I personally think if people were that into non-gap, max range power poles, the better way would be to nerf the max range, instead of increasing the coverage of the pole.
This of course because even further buffing a small pole to reach over an assembler seems insane to me. Medium poles ...
I personally think if people were that into non-gap, max range power poles, the better way would be to nerf the max range, instead of increasing the coverage of the pole.
This of course because even further buffing a small pole to reach over an assembler seems insane to me. Medium poles ...
- Fri Jan 25, 2019 1:21 pm
- Forum: Balancing
- Topic: Nuclear power OP
- Replies: 51
- Views: 19983
Re: Nuclear power OP
Nuclear power is not that OP, and requires a large infrastructure to get going.
My only problem is with the kovarex enrichment, which discourages the use until you obtain 40 U235, and afterwards generates the insane fuel amounts that are complained about.
Now solar panels are another beef, not ...
My only problem is with the kovarex enrichment, which discourages the use until you obtain 40 U235, and afterwards generates the insane fuel amounts that are complained about.
Now solar panels are another beef, not ...
- Thu Sep 06, 2018 1:11 pm
- Forum: Ideas and Suggestions
- Topic: Logistic signals through radars
- Replies: 3
- Views: 2953
Re: Logistic signals through radars
A while ago I had secretly been working on a mod that does exactly this, but couldn't think of a way to do this without significant slowdown due to scripting. Than again my approach really wasn't pretty so I discontinued it...
I might tackle this again, having some more experience and a few fresh ...
I might tackle this again, having some more experience and a few fresh ...
- Fri Jun 29, 2018 3:29 pm
- Forum: Won't implement
- Topic: Continuous burning in burner
- Replies: 1
- Views: 1305
Continuous burning in burner
Its me again tinkering with stuff I probably shouldn't...
In the spirit of replacing hacky implementations with actual API i have another request;
Reactor entities spend their fuel regardless whether max heat has been achieved.
I would personally love to see continual burning as an option in the ...
In the spirit of replacing hacky implementations with actual API i have another request;
Reactor entities spend their fuel regardless whether max heat has been achieved.
I would personally love to see continual burning as an option in the ...
- Fri Jun 22, 2018 6:45 pm
- Forum: Implemented mod requests
- Topic: Stickers for cars
- Replies: 2
- Views: 1819
Re: Stickers for cars
Do enemies have no way to place sticker effects on the player?
Not that i'm mentioning that, slowdown worms sound like a good (modded) idea to make bases a bit harder to steamroll.
But back on topic, having a car/tank on fire just sounds like too much fun to let it pass that easily...
Not that i'm mentioning that, slowdown worms sound like a good (modded) idea to make bases a bit harder to steamroll.
But back on topic, having a car/tank on fire just sounds like too much fun to let it pass that easily...
- Thu May 31, 2018 1:58 pm
- Forum: Implemented mod requests
- Topic: Reactor neighbours
- Replies: 1
- Views: 1213
Reactor neighbours
On my ever growing quest to make my mod I ran into issues reading the reactor neighbour bonus with script, as this is not yet supported.
As a sidenote, it is also impossible to get the reactors neighbours (without looking at the relative positions ofcourse).
Could neighbour_bonus be added to ...
As a sidenote, it is also impossible to get the reactors neighbours (without looking at the relative positions ofcourse).
Could neighbour_bonus be added to ...
- Thu Apr 12, 2018 4:45 pm
- Forum: Modding help
- Topic: Preventing a player from bearing arms
- Replies: 10
- Views: 3600
Re: Preventing a player from bearing arms
You could make a blank not working gun and set that as equipped.
You would still have to test if someone were to remove/replace it, but then that edge case shouldn't happen.
As an added bonus, shiftclicking will not equip a gun.
I would also check if gun inventory amount is part of the player ...
You would still have to test if someone were to remove/replace it, but then that edge case shouldn't happen.
As an added bonus, shiftclicking will not equip a gun.
I would also check if gun inventory amount is part of the player ...
- Sun Feb 25, 2018 1:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.25] Heat energy source not working with effectivity
- Replies: 3
- Views: 3986
Re: [16.25] Heat energy source not working with effectivity
While a lot of unfinished stuff is happening in my mod, this can be replicated with a single line in data.lua;
Code: Select all
data.raw.boiler["heat-exchanger"].energy_source.effectivity = 0.5
- Sun Feb 25, 2018 11:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.25] Heat energy source not working with effectivity
- Replies: 3
- Views: 3986
[0.16.25] Heat energy source not working with effectivity
I was just modding some entities to work with heat, but could not get them to work properly.
I went back to basics with a heat exchanger and noticed this is probably a bug;
Naamloos.png
Naamloos2.png
Please note that the exchanger is really using 10 MW, as it still takes 4 to cool an active 40 ...
I went back to basics with a heat exchanger and noticed this is probably a bug;
Naamloos.png
Naamloos2.png
Please note that the exchanger is really using 10 MW, as it still takes 4 to cool an active 40 ...
- Wed Nov 22, 2017 12:37 pm
- Forum: General discussion
- Topic: Fish mutation
- Replies: 2
- Views: 1810
Fish mutation
Some of us might know the easter egg where you can turn an offshore pump into a water well pump by landfilling the water source.
Apparently this is also possible using fish...
https://image.prntscr.com/image/Oe4_PTH7QN_1lV5qnLMo6Q.png
I was fooling around with modded (dirt) landfill, and don't ...
Apparently this is also possible using fish...
https://image.prntscr.com/image/Oe4_PTH7QN_1lV5qnLMo6Q.png
I was fooling around with modded (dirt) landfill, and don't ...
- Mon Nov 20, 2017 4:49 pm
- Forum: Modding help
- Topic: Secondary input boiler
- Replies: 1
- Views: 1226
Secondary input boiler
Hello fellow Factorio modders,
I was wondering if it is still possible to heat different fluids in a single boiler entity.
I am currently trying to create a boiler that can heat water as well as low temperature steam to 500 'C steam.
While this kind of system is still possible using water as a ...
I was wondering if it is still possible to heat different fluids in a single boiler entity.
I am currently trying to create a boiler that can heat water as well as low temperature steam to 500 'C steam.
While this kind of system is still possible using water as a ...
- Thu Mar 02, 2017 12:22 pm
- Forum: Balancing
- Topic: Change yield mechanism on multiple resources
- Replies: 0
- Views: 1087
Change yield mechanism on multiple resources
First off, I was not sure whether to put this in modding interface requests, ideas and suggestions, or balancing. But because this mechanic is in the vanilla game (albeit not used), I placed it here.
When a mining device is mining, it will collect from a single resourcenode at a time.
When mining ...
When a mining device is mining, it will collect from a single resourcenode at a time.
When mining ...
- Tue Feb 07, 2017 3:19 pm
- Forum: Modding help
- Topic: Controlling trains by script using dummy?
- Replies: 5
- Views: 2852
Re: Controlling trains by script using dummy?
The LuaTrain does not seem to have the riding_state, as I get an error that it does not contain the key... (adding it doesn't work)
I have also tried to use it on the train entity (just to try everything) , nothing happens. Trying to read the state gives an error that it can only be used on player ...
I have also tried to use it on the train entity (just to try everything) , nothing happens. Trying to read the state gives an error that it can only be used on player ...
- Tue Feb 07, 2017 12:04 am
- Forum: Modding help
- Topic: Controlling trains by script using dummy?
- Replies: 5
- Views: 2852
Controlling trains by script using dummy?
Hey guys, I am currently in the process of making a mod in which I need to control trains by script instead of a schedule.
The API does mention it is possible to control a train by script, and using the player I can use its riding_state to make it work. (Even though it is marked as read-only, but I ...
The API does mention it is possible to control a train by script, and using the player I can use its riding_state to make it work. (Even though it is marked as read-only, but I ...
- Wed Jan 04, 2017 6:06 pm
- Forum: Gameplay Help
- Topic: Science Pack 2 (improvement)
- Replies: 6
- Views: 3179
Re: Science Pack 2 (improvement)
Your science setup looks totally fine. You should however up the production of iron plates, by the flow of plates it looks like you have maybe 4 furnaces burning iron. Try to have more furnaces smelting iron, like 10 more or something.
- Fri Dec 09, 2016 11:38 am
- Forum: Off topic
- Topic: How did you discover Factorio?
- Replies: 76
- Views: 93924
Re: How did you discover Factorio?
I discovered Factorio through the Better than Wolves forum, a forum for a (kind of almost industrialisation) minecraft mod.
This was back in 0.9
This was back in 0.9
- Wed Nov 23, 2016 11:10 am
- Forum: Implemented Suggestions
- Topic: Add ability to blueprint trains
- Replies: 24
- Views: 11868
Re: Add ability to blueprint trains
Why wouldn't they just be included in the original blueprint like anything else? If you blueprint a station and don't want the train there you can simply remove it from the blueprint, that's a feature now. Then when you drop down a blueprint containing a train it lays the rails then drops the train ...