Search found 890 matches
- Sat Jan 25, 2025 5:27 pm
- Forum: Ideas and Suggestions
- Topic: Aquilo: add an upgraded roboport that won't freeze
- Replies: 7
- Views: 301
Re: Aquilo: add an upgraded roboport that won't freeze
Include heating infrastructure in the self-expanding construction network.
- Thu Jan 23, 2025 12:52 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Inserter Fuel Leech
- Replies: 11
- Views: 7068
Re: [MOD 0.17.x] Inserter Fuel Leech
Just in case, anyone was still waiting for the 2.0 update. It is available now.
Inserter Fuel Leech 1.0.0 is a complete rewrite for less UPS impact.
There are now settings for when you need to exclude non-burner inserters (probably to further save UPS) or only want to enable the vanilla burner ...
Inserter Fuel Leech 1.0.0 is a complete rewrite for less UPS impact.
There are now settings for when you need to exclude non-burner inserters (probably to further save UPS) or only want to enable the vanilla burner ...
- Tue Jan 21, 2025 9:25 am
- Forum: Ideas and Suggestions
- Topic: Dynamically change trainstop names richtext icons with circuit signals
- Replies: 14
- Views: 1059
Re: Dynamically change trainstop names richtext icons with circuit signals
Sorry, Koub. This thread didn't come up in my search, so I duplicated the feature request here.
- Tue Jan 21, 2025 9:24 am
- Forum: Ideas and Suggestions
- Topic: In train stop names, treat item wildcard icons as highest count item signal
- Replies: 5
- Views: 263
Re: In train stop names, treat item wildcard icons as highest count item signal
That's indeed what I want. It just didn't come up in my search.Muche wrote: Tue Jan 21, 2025 7:51 am In that case also see Dynamically change trainstop names richtext icons with circuit signals.
- Tue Jan 21, 2025 2:01 am
- Forum: Ideas and Suggestions
- Topic: In train stop names, treat item wildcard icons as highest count item signal
- Replies: 5
- Views: 263
Re: In train stop names, treat item wildcard icons as highest count item signal
Are you talking about train stops in train's permanent schedule, or added by an interrupt?
Because it seems to me a stop added by an interrupt works exactly as you describe (apart from the selected item may be not necessarily the highest count item).
This would be nice for permanent and ...
- Mon Jan 20, 2025 7:23 am
- Forum: Ideas and Suggestions
- Topic: In train stop names, treat item wildcard icons as highest count item signal
- Replies: 5
- Views: 263
In train stop names, treat item wildcard icons as highest count item signal
TL;DR
Have trains see train stop names as if the item wildcard icon had been replaced by the item signal with the highest count.
What?
When a train selects a train stop to go to, it should see item wildcard signal icons ([virtual-signal=signal-item-parameter]) in the train stop names replaced ...
Have trains see train stop names as if the item wildcard icon had been replaced by the item signal with the highest count.
What?
When a train selects a train stop to go to, it should see item wildcard signal icons ([virtual-signal=signal-item-parameter]) in the train stop names replaced ...
- Mon Oct 21, 2024 5:17 pm
- Forum: Modding help
- Topic: Player-specific debug output in local chat only
- Replies: 1
- Views: 153
Player-specific debug output in local chat only
I want to have runtime-per-user settings for enabling debug output for some categories.
Users should also be able to enable debug output relevant to the last entity they themselves placed in their current game session.
Debug messages should only be visible as chat messages to the player, who enabled ...
Users should also be able to enable debug output relevant to the last entity they themselves placed in their current game session.
Debug messages should only be visible as chat messages to the player, who enabled ...
- Tue Dec 26, 2023 10:38 am
- Forum: Documentation Improvement Requests
- Topic: BlueprintCircuitConnection and BlueprintControlBehavior are not documented
- Replies: 1
- Views: 578
[1.1.100] BlueprintCircuitConnection and BlueprintControlBehavior definitions missing
The types BlueprintCircuitConnection and BlueprintControlBehavior are referenced by the concept BlueprintEntity but not defined in the runtime API JSON nor on the API documentation page
- Mon Dec 25, 2023 1:11 am
- Forum: Resolved Requests
- Topic: [1.1.100] Return type missing for get_insertable_count
- Replies: 1
- Views: 541
[1.1.100] Return type missing for get_insertable_count
LuaInventory.get_insertable_count(item) works fine in game and returns an integer.
But latest docs (and the JSON) don't list the formal return type. Discovered this while testing a LuaDocs generator for generating hint files for EmmyLua from the Factorio API JSON.
API Docs page: https://lua-api ...
But latest docs (and the JSON) don't list the formal return type. Discovered this while testing a LuaDocs generator for generating hint files for EmmyLua from the Factorio API JSON.
API Docs page: https://lua-api ...
- Fri Sep 29, 2023 9:39 pm
- Forum: Ideas and Suggestions
- Topic: Select which mods to disable on game launch failure
- Replies: 2
- Views: 1114
Re: [1.1.19] Select which mods to disable on game launch failure
+1 as it's annoying when the game insists on disabling everything else that touches the prototype even though you know for sure from the error message which mod has to be the offender.
- Fri Nov 25, 2022 5:30 pm
- Forum: News
- Topic: Friday Facts #371 - Apple Silicon
- Replies: 60
- Views: 31860
Re: Friday Facts #371 - Apple Silicon
As there is talks about power efficiency in this FFF - anyone got some actual UPS per Watt numbers measured at the power outlet for AMD/Intel PC or Arm/Intel Mac?
- Mon Oct 31, 2022 7:59 pm
- Forum: Implemented mod requests
- Topic: Allow more tile types without exceeding 255 limit
- Replies: 9
- Views: 4006
Re: Allow more tile types without exceeding 255 limit
There is: Wait ten years. Chances are that doubling the demand for memory bandwidth is less a problem then...
- Mon Oct 31, 2022 7:51 pm
- Forum: Implemented mod requests
- Topic: Custom scaling of alt-info icons
- Replies: 8
- Views: 3555
Re: Custom scaling of alt-info icons
Also support this.
In my opinion, the maximum size for an info icon should be fixed to 1¾ tile². But a mod tuning scale_info_icons_multiplier on each entity prototype would be easy to make...
In my opinion, the maximum size for an info icon should be fixed to 1¾ tile². But a mod tuning scale_info_icons_multiplier on each entity prototype would be easy to make...
- Mon Oct 31, 2022 7:25 pm
- Forum: Implemented mod requests
- Topic: Allow more tile types without exceeding 255 limit
- Replies: 9
- Views: 4006
Re: Allow more tile types without exceeding 255 limit
The memory representation of tiles surely is pretty performance critical and more lookups would definitely impact performance too.
But one option, that would cost absolutely no performance overhead would be to split Alien Biomes into multiple mods only containing a few or even just one biome each ...
But one option, that would cost absolutely no performance overhead would be to split Alien Biomes into multiple mods only containing a few or even just one biome each ...
- Wed Sep 14, 2022 11:20 pm
- Forum: News
- Topic: Factorio is coming to Nintendo Switch™
- Replies: 83
- Views: 51830
Re: Factorio is coming to Nintendo Switch™
Factorio is the only game i know, that has been built with modding in mind from the start. I couldn't imagine going all the way to port it to ARM just to stop a few meters before the finish line. But i also couldn't imagine running Factorio on a system with only 4 GiB RAM.
Would definitely ...
Would definitely ...
- Thu Nov 05, 2020 1:18 am
- Forum: Implemented in 2.0
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 28096
Re: Free cables/wires (Poles contain all) ☸
+1jockeril wrote: Tue Apr 16, 2019 7:07 am I agree wires shouldn't cost or even be items - I suggest we make them a tool like copy, cut & paste
- Sat Sep 05, 2020 11:36 am
- Forum: Gameplay Help
- Topic: Products at place A, B, C. I wanna build sth -> run to A, B, C - is that part of gameplay?
- Replies: 6
- Views: 2767
Re: Products at place A, B, C. I wanna build sth -> run to A, B, C - is that part of gameplay?
And in between finding a belt transporting batteries and I use "F" to catch some of then - oh but wait also on the belt was a 2nd item and pressing F I was 2 mm to close having now items I don't want ... aaah.
Build a mall .
The video is outdated, but it shows the general pattern. Same author is ...
- Wed Jun 24, 2020 7:12 am
- Forum: General discussion
- Topic: Meaningful Content Update
- Replies: 85
- Views: 33372
Re: Meaningful Content Update
Well, have fun discussing the game with your strawman.Mythoss wrote: Tue Jun 23, 2020 9:22 pm Basically you are saying, "The game shouldn't be improved any further because mods exists." Which to me is just silly.
- Sat Jun 20, 2020 5:40 pm
- Forum: General discussion
- Topic: Meaningful Content Update
- Replies: 85
- Views: 33372
Re: Meaningful Content Update
This is not Starship Troopers where such creatures just evolve out of nothing. The natural evolution does only, what it needs to. It doesn't invent big bosses, it takes some millions of years for that.
Last time i played vanilla, they evolved lightning fast from tiny to behemoth - when compared ...
- Thu Jun 18, 2020 8:36 am
- Forum: General discussion
- Topic: Meaningful Content Update
- Replies: 85
- Views: 33372
Re: Meaningful Content Update
I mean you are right, my opinion is based on anecdotal experiences with my small group of friends and family (about 10 or so) who all love the game, but have all grumbled about how basic and uninteresting the biters feel.
The thing with Factorio is, that it actually (and despite of its ...