Search found 22 matches
- Tue Dec 18, 2018 9:54 am
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 36833
Re: Friday Facts #273 - Cutscene controller & Localisation plan
In our test lab we had a car simulator on six hydraulic bases. Therefor we know what motion sickness can do. One of our tester was one week off, after using the simulator the first time. So, no, I'm not a friend of it either. If something like this is added to the game, you need a control in the set...
- Sun Dec 16, 2018 11:15 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod Requests] Wall Gates
- Replies: 5
- Views: 2639
Re: [Mod Requests] Wall Gates
Thank you, that's looking pretty much like the idea I had.
I will adapt this to make the gate a new entity (so keeping the normal gates as they are) and use this one only for the dragon teeth.
Thank you very much.
I will adapt this to make the gate a new entity (so keeping the normal gates as they are) and use this one only for the dragon teeth.
Thank you very much.
- Fri Dec 14, 2018 12:42 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod Requests] Wall Gates
- Replies: 5
- Views: 2639
Re: [Mod Requests] Wall Gates
Yep, I hadn't looked up the original release version for gates.
Anyway, this is just a cosmetic mod for people using dragon teeth defenses and wanting to build a rail track through it.
Using normal doors is possible, but look a little bit... strange.
Anyway, this is just a cosmetic mod for people using dragon teeth defenses and wanting to build a rail track through it.
Using normal doors is possible, but look a little bit... strange.
- Thu Dec 13, 2018 4:41 pm
- Forum: Development tools
- Topic: (WIP) Mod-Editor/Builder
- Replies: 8
- Views: 20237
Re: (WIP) Mod-Editor/Builder
Wow, that looks good. I will test it soon for a bigger Mod I'm currently working in. Thanks a Lot.
- Thu Dec 13, 2018 4:36 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod Requests] Wall Gates
- Replies: 5
- Views: 2639
[Mod Requests] Wall Gates
Hi,
Before telling me that gates are allready implemented since Version 0.8. Yes, you are right. But I want to have a gate that look like a single Wall element. Why? Because then I might use it for train tracks passing my dragon Gerth.
Have fun
NeXuS
Before telling me that gates are allready implemented since Version 0.8. Yes, you are right. But I want to have a gate that look like a single Wall element. Why? Because then I might use it for train tracks passing my dragon Gerth.
Have fun
NeXuS
- Thu Dec 13, 2018 10:47 am
- Forum: Modding help
- Topic: Question concerning: Electricity
- Replies: 2
- Views: 1679
- Thu Dec 13, 2018 10:44 am
- Forum: Modding help
- Topic: Question concerning: Electricity
- Replies: 2
- Views: 1679
Question concerning: Electricity
Good day everyone, I just happened to thought of a second kind of electricity. Is it possible to create a second kind of electricity that can not be transmitted via normal power poles? I'd like to define something like a secondary electricity grid, which is completely independent from the original e...
- Wed May 16, 2018 7:35 pm
- Forum: Questions, reviews and ratings
- Topic: [Code Request] Limiting the amount of Logistic robots
- Replies: 1
- Views: 1163
[Code Request] Limiting the amount of Logistic robots
Hi, I'm currently looking for a solution to limit the amount of logistic robots in my world. I'd like to have Special buildings that support me wird more logistic slots, But there should always be a maximum. How can I prevent assembling machines from producing robots, by not disabling the robot reci...
- Sun May 13, 2018 7:30 pm
- Forum: Questions, reviews and ratings
- Topic: MOD - Question for logistics network
- Replies: 1
- Views: 1095
Re: MOD - Question for logistics network
Any idea for this?
- Sat May 12, 2018 11:34 am
- Forum: Questions, reviews and ratings
- Topic: MOD - Stop Assembly Machine from working
- Replies: 4
- Views: 2477
Re: MOD - Stop Assembly Machine from working
Hi darkfrei, thank you for your fast answer. I've not tested it yet, but I have a question to your code. ;) if global.crafted > 5 then event.recipe.enabled = false end If my amount of items drops below five and I re-enable that recipe, do I have to reset the recipe inside the assembling machines or ...
- Fri May 11, 2018 8:50 am
- Forum: Ideas and Requests For Mods
- Topic: Mod request: change to steel and electric furnace
- Replies: 3
- Views: 1677
Re: Mod request: change to steel and electric furnace
You can easily do this on your own, by having a closer look to the modding tutorials in the wiki.
There is not much magic in your request.
There is not much magic in your request.
- Fri May 11, 2018 8:47 am
- Forum: Questions, reviews and ratings
- Topic: MOD - Stop Assembly Machine from working
- Replies: 4
- Views: 2477
MOD - Stop Assembly Machine from working
Hi, and another question I hope you can help me with. How can I stop an assembly-machine entity from crafting, when a certain global number of the product is reached, even though the machine has all available ingredients? I don't want to use the signal network for this, just implementing a check aga...
- Fri May 11, 2018 6:59 am
- Forum: Questions, reviews and ratings
- Topic: MOD - Question for logistics network
- Replies: 1
- Views: 1095
MOD - Question for logistics network
Hi, I have a question concerning the logistics system. Is it possible to give an entity like an assembling-machine logistic abilities, like a provider AND a requester? I'd like to have robots putting required items directly inside the building and want to make produced items available to the logisti...
- Thu Dec 21, 2017 9:13 am
- Forum: Ideas and Suggestions
- Topic: [0.16] Better arti sound
- Replies: 1
- Views: 1156
Re: [0.16] Better arti sound
Sounds like you need a minor mod...
I could imagine that this issue is not of a high priority to the devs.
I could imagine that this issue is not of a high priority to the devs.
- Thu Dec 21, 2017 9:07 am
- Forum: Ideas and Suggestions
- Topic: QoL: Auto-refuel car/tank from player inventory
- Replies: 8
- Views: 3652
Auto fueling Cars and Tanks
TL;DR Auto-fill in of fuel into cars and tanks after placing them from the inventory. What ? I'd like the idea to automated fueling tanks and cars just picked out of inventory. So, if you place your car a routine will have a look through your inventory and fuel the car with the best fuel available ...
- Tue Dec 19, 2017 10:15 am
- Forum: Ideas and Suggestions
- Topic: Waste Products
- Replies: 9
- Views: 3112
Re: Waste Products
That's quite a cool idea. =)
I'd like the idea of heaving a waste water output in one of the nice blue lakes seeing it changing to purple/brown/gray...
I'd like the idea of heaving a waste water output in one of the nice blue lakes seeing it changing to purple/brown/gray...
- Fri Dec 01, 2017 7:51 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA/REQUEST] Shield systems
- Replies: 4
- Views: 2027
[IDEA/REQUEST] Shield systems
Hi, I'd like to see something like a shield system in mod form. For more information, have a look at this suggestion topic, so we don't need to fill up this thread with doubled information. https://forums.factorio.com/viewtopic.php?f=6&t=54148&p=319428#p319428 Is there perhaps a modder who l...
- Fri Dec 01, 2017 7:47 am
- Forum: Ideas and Suggestions
- Topic: Shieldsystems
- Replies: 16
- Views: 6241
Re: Shieldsystems
So what if I try to place two shield generators so that the shields overlap? I see a few options here: 1) Share the load: The two generators share the overlapping space, lowering their energy consumption slightly as each one powers half of the shield. If one were to fail completely the other would ...
- Wed Nov 29, 2017 2:43 pm
- Forum: Ideas and Suggestions
- Topic: Shieldsystems
- Replies: 16
- Views: 6241
Re: Shieldsystems
Or level one shields absorb small spitters, level two for medium spitters, level three for behemoth spitters, ... With the Natural Evolution mod there are more levels of aliens so more shields levels make sense there. Shields could even have infinite research with each level adding some more damage...
- Tue Nov 28, 2017 10:07 am
- Forum: Ideas and Suggestions
- Topic: Shieldsystems
- Replies: 16
- Views: 6241
Re: Shieldsystems
Don't add a standby mode but allow it to be turned on and off by the circuit network instead. By standby mode I mean a basic level of energy usage. So they need energy if active, and more energy if currently regenerating. Like lights they should be capable of being switched off and on by signals. A...