Search found 83 matches
- Sat May 21, 2022 6:33 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 98
- Views: 10263
Re: [1.1] Nullius: A Factorio prequel
I'm going to change the name of the checkpoint to refer to energy storage instead of nitrogen. The actual requirement will still be the same. But the name might provide more of a clue about what you're supposed to do. I'm also planning to change the icons for consume or build checkpoints to call mor...
- Sat May 21, 2022 5:14 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 98
- Views: 10263
Re: [1.1] Nullius: A Factorio prequel
The tech that gives you compressed nitrogen is called energy storage 2, and among other things it gives you upgraded turbines.
- Fri May 20, 2022 10:00 pm
- Forum: Ideas and Suggestions
- Topic: Mod portal "favorit" feature
- Replies: 6
- Views: 138
Re: Mod portal "favorit" feature
IE, download count, if you have a mod that only 100 people have been downloading and it's updated 10 times, the total download count shows 1000. That's no longer how it works. That's how it used to work. They changed it near the end of last year so that it's now counting unique downloads in the tot...
- Thu May 19, 2022 6:36 am
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 98
- Views: 10263
Re: [1.1] Nullius: A Factorio prequel
It's still good feedback to know about. I'll mull over if there is any way to make it super clear.
- Wed May 18, 2022 9:53 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 98
- Views: 10263
Re: [1.1] Nullius: A Factorio prequel
I've added an entry on checkpoints to the FAQ tab of the mod portal page. But I'd be curious to know what you were stuck on in case it was something other than produce/consume/build, so I can expand on that entry if necessary.
- Wed May 18, 2022 9:21 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 98
- Views: 10263
Re: [1.1] Nullius: A Factorio prequel
Whether we fulfill checkpoint requirements in hand or a factory we get stuck. My friend was stuck on small furnace 1, I am stuck on Energy storage demonstration. But we both understand it's WIP, so no probs and thanks again :) The small furnace 1 checkpoint says to BUILD the furnace, not craft them...
- Wed May 18, 2022 7:58 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 98
- Views: 10263
Re: [1.1] Nullius: A Factorio prequel
It occurs to me that you might be thinking of the "liquid chlorine" commonly sold as a pool cleaner. That's a dilute solution of something like sodium hypochlorite in water, basically bleach. Chlorine in Nullius is just elemental Chlorine, which is a gas at room temperature. When something...
- Wed May 18, 2022 4:44 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 98
- Views: 10263
Re: [1.1] Nullius: A Factorio prequel
The tooltip description for each fluid says if it's a liquid or a gas. What building it can be vented in, if it can be vented, or how many processing steps are required if it can't be vented. So make sure to keep an eye on those for a lot of crucial information. If you're not seeing descriptions of ...
- Sun May 15, 2022 4:23 am
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 98
- Views: 10263
Re: [1.1] Nullius: A Factorio prequel
The Nullius 1.4.0 release is out with a major new feature in the tech tree, a system of checkpoints that require using certain techs before advancing to more advanced techs that build on them. This breaks up a tech era into smaller parts that advance as you actually start to build your factory to us...
- Fri Apr 15, 2022 11:46 pm
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 57
- Views: 15279
Re: Do not pause game when looking at research in single player
Afaik, speedrunners use multiplayer mode mainly to avoid pause while in research. It's weird that the game requires you to set up a multiplayer server to play single player rather than provide this obvious QoL feature as option. A no-brainer: Easy to implement (because the basic functionality is al...
- Fri Feb 11, 2022 9:10 am
- Forum: Minor issues
- Topic: [1.1.53] Inserters won't insert despite shortage of input
- Replies: 4
- Views: 507
Re: [1.1.53] Inserters won't insert despite shortage of input
This is fixed in the mod by making fluid boxes output only, so anyone attempting to reproduce this would need to downgrade to 1.2.15 or earlier.
- Sun Feb 06, 2022 1:26 am
- Forum: Minor issues
- Topic: [1.1.53] Inserters won't insert despite shortage of input
- Replies: 4
- Views: 507
Re: [1.1.53] Inserters won't insert despite shortage of input
OK, I'll probably just change the pipe connection to output only then. Note that a lot of vanilla entities leave the pipe connection for output fluid boxes as the default type. For example the oil refinery and chemical plant pipe connections are all left as the default "input-output", not ...
- Sat Feb 05, 2022 7:58 am
- Forum: Minor issues
- Topic: [1.1.53] Inserters won't insert despite shortage of input
- Replies: 4
- Views: 507
[1.1.53] Inserters won't insert despite shortage of input
What did you do? Using Nullius Overhaul, set a Crusher 3 machine with the Grass Seed recipe, with a moderately but not completely full output pipe. What happened? After a short period of functioning properly, it gets into a bad state, where it stops production, reporting Item Ingredient Shortage. T...
- Thu Dec 09, 2021 8:42 am
- Forum: Modding interface requests
- Topic: Allow mods BP orders to be undo-able!
- Replies: 4
- Views: 1127
- Thu Dec 09, 2021 8:41 am
- Forum: Modding interface requests
- Topic: LuaPlayer.build_history [RW]. A way to read and edit the undo queue
- Replies: 3
- Views: 838
Re: LuaPlayer.build_history [RW]. A way to read and edit the undo queue
This should probably be merged with this very similar request: https://forums.factorio.com/viewtopic.php?f=28&t=70393 I'm running into this same issue. My mod has lots of entities that are modified or replaced by script, and there is no interface for maintaining the ctrl+Z undo queue, so you jus...
- Mon Nov 22, 2021 11:03 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 98
- Views: 10263
Re: [1.1] Nullius: A Factorio prequel
The latest update introduces a new, very non-vanilla type of beacon. Existing beacons are now called "small beacons", and behave the same, unless you combine them with the new type. Those beacons are similar to vanilla, just with variations in power usage and effectiveness. The new beacons...
- Mon Nov 22, 2021 3:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.42] Incorrect consumption by fluid burning generator
- Replies: 4
- Views: 1497
Re: [Genhis] [1.1.42] Incorrect consumption by fluid burning generator
Thank you! I will enable that property for the mod when available.
- Mon Oct 25, 2021 10:38 pm
- Forum: Pending
- Topic: [1.1.42] Lamp color is wrong when the sum of red+green circuit wires overflows
- Replies: 13
- Views: 1888
Re: [1.1.39] Lamp color is wrong when the sum of red+green circuit wires overflows
That doesn’t matter. A compiler can do what it wants, and can have legitimate reasons to optimize. Examples include using wider types to store values, and eliminating conditions that are redundant under these assumptions. An area where this can potentially make a huge difference is with stuff like ...
- Sun Oct 24, 2021 2:34 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.42] Incorrect consumption by fluid burning generator
- Replies: 4
- Views: 1497
[Genhis] [1.1.42] Incorrect consumption by fluid burning generator
What did you do? Used fluid burning generator in mod with burns_fluid=true, scale_fluid_usage=true, and provided it with a fluid that has no fuel value. In particular it was a turbine in the Nullius overhaul, which burns compressed gases and where steam has a fixed fuel value that it uses instead o...
- Sat Oct 02, 2021 8:27 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 98
- Views: 10263
Re: [1.1] Nullius: A Factorio prequel
Nullius is the community map for October and November: https://www.reddit.com/r/factorio/comments/pzfywl/factorio_community_map_octobernovember_2021/ I hope that gets me out of the unplayable zone or maybe a fixed zone expander is out when I play next... I opted not to change the power priority on z...