I want unlimited pipe/pump/tank throughput. Eg. if I have 25000 oil in a tank; it's instantly available by a single pipe. No matter lenght. Also fluids in connected tanks are instantly balanced....etc.
In the past I was editing stuff like size of chest/vagons, energy comsumsion of machines, maximum ...
Search found 15 matches
- Fri Sep 21, 2018 4:47 pm
- Forum: Gameplay Help
- Topic: How to hack fluid system? (editing LUA scripts)
- Replies: 2
- Views: 1690
- Thu Aug 17, 2017 2:38 am
- Forum: General discussion
- Topic: Nukes don't destroy items on the ground, Why?
- Replies: 8
- Views: 4656
Re: Nukes don't destroy items on the ground, Why?
Uranium ores should be contaminated by nuclear bomb (in possitive or negative way).
Coal ores should catch on fire (eg from forest fire).
![Idea :idea:](./images/smilies/icon_idea.gif)
Coal ores should catch on fire (eg from forest fire).
![Idea :idea:](./images/smilies/icon_idea.gif)
- Mon Aug 14, 2017 4:27 am
- Forum: Not a bug
- Topic: Deleted chunks won't get deleted (removed from world)?
- Replies: 5
- Views: 2012
Re: Deleted chunks won't get deleted (removed from world)?
But it was re-generated exactly as I left it!
If I removed some trees, they weren't placed there again. If I left some trees, they would be there. If there was lake, that lake was there again in the same shape - but if I landfilled part of the the lake, that part would be landfiled.
Deleting ...
If I removed some trees, they weren't placed there again. If I left some trees, they would be there. If there was lake, that lake was there again in the same shape - but if I landfilled part of the the lake, that part would be landfiled.
Deleting ...
- Sun Aug 13, 2017 6:05 pm
- Forum: Not a bug
- Topic: Deleted chunks won't get deleted (removed from world)?
- Replies: 5
- Views: 2012
Re: Deleted chunks won't get deleted (removed from world)?
But it was re-generated exactly as I left it!
If I removed some trees, they weren't placed there again. If I left some trees, they would be there. If there was lake, that lake was there again in the same shape - but if I landfilled part of the the lake, that part would be landfiled.
Deleting ...
If I removed some trees, they weren't placed there again. If I left some trees, they would be there. If there was lake, that lake was there again in the same shape - but if I landfilled part of the the lake, that part would be landfiled.
Deleting ...
- Sun Aug 13, 2017 4:05 pm
- Forum: Not a bug
- Topic: Deleted chunks won't get deleted (removed from world)?
- Replies: 5
- Views: 2012
Deleted chunks won't get deleted (removed from world)?
I tried to delete chunks of the map. (game.player.surface.delete_chunk) These chunks got deleted = removed from the map, market as unexplored world.
But if I visit (re-explore) deleted area, the area looks exactly the same. The same lakes, the same resources, the same trees.
So deleting chunks ...
But if I visit (re-explore) deleted area, the area looks exactly the same. The same lakes, the same resources, the same trees.
So deleting chunks ...
- Sun Aug 13, 2017 4:45 am
- Forum: Modding discussion
- Topic: GUI of the MODs colliding with each other (+picture)
- Replies: 2
- Views: 1417
Re: GUI of the MODs colliding with each other (+picture)
Well, never mind guys!
I toke 30 minutes course in LUA programming. Then 30 minutes course in factorio MODing. And rewrote these MODs.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
I toke 30 minutes course in LUA programming. Then 30 minutes course in factorio MODing. And rewrote these MODs.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Sun Aug 13, 2017 2:44 am
- Forum: Modding discussion
- Topic: GUI of the MODs colliding with each other (+picture)
- Replies: 2
- Views: 1417
GUI of the MODs colliding with each other (+picture)
I believe, that picture speaks for a thousand words here. This is my problem.
![Image](https://forums.factorio.com/images/ext/09374e717beafb7b2886b5978328bf85.jpg)
As a result I can't fully access second MOD. Second MOD is overflowing out of the screen.
![Image](https://forums.factorio.com/images/ext/09374e717beafb7b2886b5978328bf85.jpg)
As a result I can't fully access second MOD. Second MOD is overflowing out of the screen.
- Sat Aug 05, 2017 12:37 am
- Forum: Gameplay Help
- Topic: Calculation output with different speed modules?
- Replies: 8
- Views: 5719
Re: Calculation output with different speed modules?
Speed modules are additive. So, a yellow assembler has crafting speed 1.25. With two modules of 50% each they will have speed 1.25 + .5 + .5 = 2.25. Replacing the modules with +125% will give crafting speed 1.25 + 1.25 + 1.25 = 3.75
So, 100 factories with 2x50% modules working on a 1/s recipe ...
So, 100 factories with 2x50% modules working on a 1/s recipe ...
- Fri Aug 04, 2017 6:04 pm
- Forum: Gameplay Help
- Topic: Calculation output with different speed modules?
- Replies: 8
- Views: 5719
Re: Calculation output with different speed modules?
Yes, im playing with mods. Advanced speed modules. And Im well aware of side effects of speed modules.
What is a correct formula to compute mentioned scenarios?
What is a correct formula to compute mentioned scenarios?
- Fri Aug 04, 2017 3:45 pm
- Forum: Gameplay Help
- Topic: Calculation output with different speed modules?
- Replies: 8
- Views: 5719
Calculation output with different speed modules?
Let's say:
I have 100 factories. Every factory has two speed modules (each +50%). How many factories do I need, if I replace it with two different speed modules (each +125%)?
I have 100 factories. Every factory has three speed modules (each +50%). How many factories do I need, if I replace it ...
I have 100 factories. Every factory has two speed modules (each +50%). How many factories do I need, if I replace it with two different speed modules (each +125%)?
I have 100 factories. Every factory has three speed modules (each +50%). How many factories do I need, if I replace it ...
- Tue Jul 25, 2017 11:17 am
- Forum: General discussion
- Topic: I can't remove pollution
- Replies: 6
- Views: 3722
Re: I can't remove pollution
I solved it.
1. I disabled pollution.
2. Then I tried to remove pollution - didn't work. I come here.
3. I enabled pollution again. Removed pollution - this time it worked.
It seems that spread of pollution has to be enabled, to be able to remove it.
1. I disabled pollution.
2. Then I tried to remove pollution - didn't work. I come here.
3. I enabled pollution again. Removed pollution - this time it worked.
It seems that spread of pollution has to be enabled, to be able to remove it.
- Tue Jul 25, 2017 4:00 am
- Forum: General discussion
- Topic: I can't remove pollution
- Replies: 6
- Views: 3722
Re: I can't remove pollution
Attachment.
- Sun Jul 23, 2017 3:40 am
- Forum: General discussion
- Topic: I can't remove pollution
- Replies: 6
- Views: 3722
I can't remove pollution
I tried this command:
/c local surface = game.player.surface; for coord in surface.get_chunks() do surface.pollute({coord.x * 32, coord.y * 32}, -10000000) end
But when I open map and click on red button, pollution cloud still shows.
F4 - pollution chunks, all my base is still polluted.
I just ...
/c local surface = game.player.surface; for coord in surface.get_chunks() do surface.pollute({coord.x * 32, coord.y * 32}, -10000000) end
But when I open map and click on red button, pollution cloud still shows.
F4 - pollution chunks, all my base is still polluted.
I just ...
- Wed Jun 28, 2017 2:07 am
- Forum: Not a bug
- Topic: Can't move train stop by size of 1 locomotive/wagon
- Replies: 3
- Views: 2789
Can't move train stop by size of 1 locomotive/wagon
Imagine, that you have train station for locomotive-wagon-wagon . And you decide to ad one more locomotive, so locomotive-locomotive-wagon-wagon . Easy solution - just move train stop by 1 slot forward. And you don't have to change design of inserters at train station.
But train stops can't be ...
But train stops can't be ...
- Tue Jun 27, 2017 5:35 am
- Forum: Duplicates
- Topic: Minners won't start mining again
- Replies: 1
- Views: 933
Minners won't start mining again
If I mine all the ore from the field, minners will stop mining. (Which is OK)
If I use console and place new ore at that site, minners won't start mining again. I have to dismantle them and place them again. Or rotate them. Which is a problem if you have a huge mining field.
If I use console and place new ore at that site, minners won't start mining again. I have to dismantle them and place them again. Or rotate them. Which is a problem if you have a huge mining field.