Tungsten is a biome-specific resource so it needs the biome and the spot generation to overlap. Reducing the tungsten frequency makes it less likely to appear in general. This combined with areas that it can't spawn due to the biome, lower frequency makes it much more inconsistent.
11-01-2024, 10 ...
Search found 716 matches
- Fri Nov 01, 2024 10:23 am
- Forum: Not a bug
- Topic: [2.0.13] Tungsten Ore generation problem
- Replies: 4
- Views: 1678
- Thu Oct 31, 2024 4:33 pm
- Forum: Assigned
- Topic: [Earendel][2.0.12] different starting_points in map gen settings doesn't work on Vulcanus
- Replies: 1
- Views: 348
Re: [Earendel][2.0.12] different starting_points in map gen settings doesn't work on Vulcanus
Thanks for the report. We will add support for multiple starting points soon.
- Thu Oct 24, 2024 8:53 am
- Forum: Not a bug
- Topic: [2.0.9] Cliff Generation Scales with Water
- Replies: 3
- Views: 415
Re: [Earendel][2.0.9] Cliff Generation Scales with Water
Hello. The "water" slider is actually the terrain elevation frequency, it always has been. If you make the frequency really small then it squashes cliffs together too because they are based on elevation. Since neither water nor cliffs can reasonably be separated from elevation, this is working as ...
- Thu Oct 24, 2024 8:40 am
- Forum: Not a bug
- Topic: [2.0.7] Gleba map generation place stromatolites in water
- Replies: 1
- Views: 383
Re: [Earandel] [2.0.7] Gleba map generation place stromatolites in water
Hello. Stromatolites in water is intended but the graphics are not final. They will look like they belong there more with the final graphics.
- Fri Jun 28, 2024 11:07 am
- Forum: News
- Topic: Friday Facts #417 - Space Age development
- Replies: 103
- Views: 30928
Re: Friday Facts #417 - Space Age development
The first gameplay draft was made in less than 2 weeks and was a vertical slice for the entire expansion. It was sort of a blue-sky concepting stage where I could try a lot of different things to see what sticks.
To make things more difficult though, there was a lot of initial reluctance to have ...
To make things more difficult though, there was a lot of initial reluctance to have ...
- Sat Dec 23, 2023 3:26 am
- Forum: News
- Topic: Friday Facts #390 - Noise expressions 2.0
- Replies: 73
- Views: 22988
Re: Friday Facts #390 - Noise expressions 2.0
fff-390-white-noise_Text.png
I thought I saw letters in this. I was right XD
He he, you found it it.
the way i see it, there are three possibilities for generating things that can appear on multiple planets:
- things that autoplace can have multiple sets of placement rules, varying per ...
- Sat Dec 02, 2023 4:39 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 172
- Views: 61434
Re: Friday Facts #387 - Swimming in lava
No, not me. I should probably make a unique avatar but I like this one.aka13 wrote: Fri Dec 01, 2023 6:29 pm Also, I don't remember anymore, but I could have sworn, that you were active on ic2 forums 10 years ago, no? I can't seem to find it anymore.
- Fri Dec 01, 2023 5:03 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 172
- Views: 61434
Re: Friday Facts #387 - Swimming in lava
If an intermediate is only ever used for one thing then perhaps it should be more useful or be removed
You have no idea how much of a relief it is to read these words. This was my single biggest frustration when trying to play Space Exploration (unique single-use buildings that make unique ...
- Fri Oct 20, 2023 1:23 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 67353
Re: Friday Facts #381 - Space Platforms
I think this really captures the spirit of what makes SE fun, when you first get to space, and amplifies it.
I am also cautiosly optimistic, that it seems that kovarex feels similar to how I feel, on what is not fun in SE.
The gameplay of this was designed by me, kovarex and v453000 together ...
- Mon Sep 18, 2023 9:20 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 93583
Re: Friday Facts #376 - Research and Technology
Normal
Refined (Might be weird if there's an item name like "Refined Steel" already)
Prestine (I like this one)
Superior (I like this one)
Masterwork (I also like this one)
Refined (A must have so couldn't replace)
I'm not looking to get in to a naming discussion right now ...
- Mon Aug 28, 2023 12:47 am
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 111396
Re: Friday Facts #373 - Factorio: Space Age
I’m getting a lot of questions. I'm not going to say anything about Space Age content, but I’ll try to answer these as clearly as possible:
Is Space Age good or bad for Space Exploration?
Good.
Is Space Exploration development continuing?
Yes, 0.7 (http://shorturl.at/jFIKT) will be the biggest ...
Is Space Age good or bad for Space Exploration?
Good.
Is Space Exploration development continuing?
Yes, 0.7 (http://shorturl.at/jFIKT) will be the biggest ...
- Fri Aug 25, 2023 4:07 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 111396
Re: Friday Facts #373 - Factorio: Space Age
There are so many things that Space Exploration just can't do because it's a mod.
Hello Earendel,
big fan of your mod. Will we see some of the addon technology like the animated engines bleed over into your mod?
Greetings
Earendel, how about the new features in v2.0, are there mechanics ...
- Fri Dec 16, 2022 11:13 pm
- Forum: Mods
- Topic: [1.1+] [WIP] Sosciencity
- Replies: 15
- Views: 8905
Re: [1.1+] [WIP] Sosciencity
Unfortunately I don't have time to try this mod but it looks interesting. You're welcome to take any ideas from "The Colony" concept from years ago. https://forums.factorio.com/viewtopic.php?f=33&t=39180
Having civilian building spread or pop up randomly could be an interesting building and ...
Having civilian building spread or pop up randomly could be an interesting building and ...
- Sun Nov 21, 2021 9:58 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 2.0 will incorporate and build on SE // Discord Server:https://discord.gg/NTJF88UWhC
- Replies: 55
- Views: 41259
Misleading thread title.
Space Exploration is not merging into to Nauvis Post Collapse. That's a bit misleading.
Space Exploration will continue to be a free and standalone mod.
The new project will incorporate and build on Space Exploration, in particular this new project will focus on procedural content generation ...
Space Exploration will continue to be a free and standalone mod.
The new project will incorporate and build on Space Exploration, in particular this new project will focus on procedural content generation ...
- Tue Dec 22, 2020 12:06 am
- Forum: Implemented mod requests
- Topic: surface.create_entity_from_item(...)
- Replies: 4
- Views: 3685
Re: surface.create_entity_from_item(...)
That's great, thanks.
- Sun Dec 20, 2020 1:57 am
- Forum: Implemented mod requests
- Topic: [1.1.6] Spidertron item grid is not recognised
- Replies: 3
- Views: 2151
Re: [1.1.6] Spidertron item grid is not recognised
Ok thanks.
In that case I'm assuming that trying to force an existing item stack into a has_entity_data state would be a problem if the stack has a count over 1. This would make it seem like the best way to make a LuaItemStack with entity data would be by making a new item, and my guess would be ...
In that case I'm assuming that trying to force an existing item stack into a has_entity_data state would be a problem if the stack has a count over 1. This would make it seem like the best way to make a LuaItemStack with entity data would be by making a new item, and my guess would be ...
- Thu Dec 17, 2020 2:15 am
- Forum: Implemented mod requests
- Topic: [1.1.6] Spidertron item grid is not recognised
- Replies: 3
- Views: 2151
[1.1.6] Spidertron item grid is not recognised
I was originally going to post this as a modding interface request but after more investigation this might actually be a bug. The behaviour is at least inconsistent.
If you have an armor item and that item has a grid, then LuaItemStack.grid will return the grid even if it is a brand new item. The ...
If you have an armor item and that item has a grid, then LuaItemStack.grid will return the grid even if it is a brand new item. The ...
- Sun Dec 13, 2020 4:04 pm
- Forum: Implemented mod requests
- Topic: surface.create_entity_from_item(...)
- Replies: 4
- Views: 3685
Re: surface.create_entity_from_item(...)
The player hack is a good idea but has some unwanted side-effects and would stop working if nobody was logged onto the server. My use case is rocket-deployed spidertrons for colonising alien planets that are different surfaces.
- Sun Dec 13, 2020 1:19 am
- Forum: Implemented mod requests
- Topic: surface.create_entity_from_item(...)
- Replies: 4
- Views: 3685
surface.create_entity_from_item(...)
I would like the ability to build/deploy an entity directly from an item, so that if there is entity data saved in the item it would be carried over to the new entity automatically just as though the entity had been built by a player.
Ideally the function would be similar to surface.create_entity ...
Ideally the function would be similar to surface.create_entity ...
- Tue Dec 08, 2020 2:20 pm
- Forum: Modding interface requests
- Topic: RocketSilo: Prevent automatic launch if there is no space for products
- Replies: 0
- Views: 1062
RocketSilo: Prevent automatic launch if there is no space for products
Request for a setting on the rocket silo prototype to change the "check adequate space in inventory" behaviour from no check to a check that can be enabled by the mod.
For example: rocket_silo.automatic_launch_requires_space_for_product = true/false
(or something like that.)
This relates to this ...
For example: rocket_silo.automatic_launch_requires_space_for_product = true/false
(or something like that.)
This relates to this ...