Search found 711 matches
- Sat Dec 23, 2023 3:26 am
- Forum: News
- Topic: Friday Facts #390 - Noise expressions 2.0
- Replies: 69
- Views: 14142
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 surface - th...
- Sat Dec 02, 2023 4:39 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 39763
- Fri Dec 01, 2023 5:03 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 39763
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 single-u...
- Fri Oct 20, 2023 1:23 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 42617
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. It's ...
- Mon Sep 18, 2023 9:20 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56650
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, but I'll just ...
- Mon Aug 28, 2023 12:47 am
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 70374
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 updat...
- Fri Aug 25, 2023 4:07 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 70374
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 there that ...
- Fri Dec 16, 2022 11:13 pm
- Forum: Mods
- Topic: [1.1+] [WIP] Sosciencity
- Replies: 15
- Views: 6997
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 buildin...
- 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: 54
- Views: 33014
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, lore, ...
- Tue Dec 22, 2020 12:06 am
- Forum: Implemented mod requests
- Topic: surface.create_entity_from_item(...)
- Replies: 4
- Views: 3012
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: 1746
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 tha...
- Thu Dec 17, 2020 2:15 am
- Forum: Implemented mod requests
- Topic: [1.1.6] Spidertron item grid is not recognised
- Replies: 3
- Views: 1746
[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 ar...
- Sun Dec 13, 2020 4:04 pm
- Forum: Implemented mod requests
- Topic: surface.create_entity_from_item(...)
- Replies: 4
- Views: 3012
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: 3012
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 ex...
- 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: 872
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 t...
- Mon Dec 07, 2020 1:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.5] Incorrect collision layer defaults
- Replies: 3
- Views: 2382
- Sat Dec 05, 2020 7:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.5] Incorrect collision layer defaults
- Replies: 3
- Views: 2382
[Klonan] [1.1.5] Incorrect collision layer defaults
data/core/lualib/collision-mask-util.lua Contains the default collision mask: unit = {"doodad-layer", "item-layer", "not-colliding-with-itself", "consider-tile-transitions"}, but should be something like unit = {"player-layer", "train-layer"...
- Wed Nov 25, 2020 1:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Can't specify number for render_layer
- Replies: 1
- Views: 865
[1.1.0] Can't specify number for render_layer
rendering.draw_sprite{ ... render_layer = 70, .. } now gives an error. Previously could assign numbers.
Numbers are more useful because you can use +1 to make something render above another thing.
Numbers are more useful because you can use +1 to make something render above another thing.
- Mon Aug 10, 2020 12:34 pm
- Forum: Modding discussion
- Topic: Design discussion: Trigger target type
- Replies: 1
- Views: 2585
Re: Design discussion: Trigger target type
I'm starting to implement this in some of the stuff I am working on. I'm setting a "flammable" tag on tree most tree entities, but not all tree entities are real trees so the tag can be removed from things that shouldn't catch fire. I will also be using tags for "flying" entities...
- Fri Jul 24, 2020 9:59 pm
- Forum: Ideas and Suggestions
- Topic: "Recipe to blueprint" hotkey
- Replies: 4
- Views: 1900