Search found 193 matches
- Wed Apr 16, 2025 2:24 pm
- Forum: Modding discussion
- Topic: Tool for parsing game data files - does it exist? Is it needed?
- Replies: 2
- Views: 174
Re: Tool for parsing game data files - does it exist? Is it needed?
So I've been wondering - does such a parsing tool already exist, in which case I could just integrate it into my project?
Yes. You can run the factorio executable with the `--dump-data` parameter and it will load all the lua data files and export them as a json. (https://wiki.factorio.com ...
- Wed Apr 16, 2025 1:39 pm
- Forum: Modding discussion
- Topic: Tool for parsing game data files - does it exist? Is it needed?
- Replies: 2
- Views: 174
Tool for parsing game data files - does it exist? Is it needed?
I'm working on some tool for Factorio. If and when it's finished I'll share more about it.
For this purpose, I need to be able to parse prototypes from the game .lua data files and extract some of their properties.
Since I'm not completely sure what are the properties I'll need, I've been working ...
For this purpose, I need to be able to parse prototypes from the game .lua data files and extract some of their properties.
Since I'm not completely sure what are the properties I'll need, I've been working ...
- Mon Apr 14, 2025 10:21 pm
- Forum: Modding help
- Topic: What makes Foundries able to craft transport belts?
- Replies: 4
- Views: 244
Re: What makes Foundries able to craft transport belts?
Oh, that's what I've been missing. I looked in the space-age folder, but went directly to the prototypes folder. I didn't notice base-data-updates.lua. It indeed alters all the relevant properties.Nidan wrote: Mon Apr 14, 2025 9:49 pm Space age changes happen in the space-age mod:
data/space-age/base-data-updates.lua
Thanks.
- Mon Apr 14, 2025 9:10 pm
- Forum: Modding help
- Topic: What makes Foundries able to craft transport belts?
- Replies: 4
- Views: 244
Re: What makes Foundries able to craft transport belts?
A look through the data.raw dump of prototypes says the transport belt category is 'pressing', not the default one. Pressing is in the list of crafting categories for the foundry.
That would explain it, but I still couldn't find where it's set in the data files.
In Factorio\data\base\prototypes ...
- Mon Apr 14, 2025 8:04 pm
- Forum: Modding help
- Topic: What makes Foundries able to craft transport belts?
- Replies: 4
- Views: 244
What makes Foundries able to craft transport belts?
Foundries can craft transport belts. And also fast/express and splitter/underground.
I'm trying to figure out what in the data files allows them to do that.
The question isn't about turbo belts, which have a recipe in the metallurgy category craftable by a foundry.
The normal belt recipe seems to ...
I'm trying to figure out what in the data files allows them to do that.
The question isn't about turbo belts, which have a recipe in the metallurgy category craftable by a foundry.
The normal belt recipe seems to ...
- Fri Mar 28, 2025 2:17 am
- Forum: Modding discussion
- Topic: What does science_pack_drain_multiplier do?
- Replies: 9
- Views: 1085
Re: What does science_pack_drain_multiplier do?
I can’t figure out what in-game Statistic is being modified then - it is not the “Lab Speed”, nor the “Science Pack Drain”. My previous tests seemed to show that a Legendary Lab holding 1 Legendary Pack’s 600% was drained to 500%, when researching “1 Unit” of science…. Time to double check the ...
- Mon Mar 24, 2025 11:02 pm
- Forum: Modding discussion
- Topic: What does science_pack_drain_multiplier do?
- Replies: 9
- Views: 1085
Re: What does science_pack_drain_multiplier do?
Is this what makes quality science packs have more science capacity? One would think so, but then the value for legendary, for example, should be 1/6, rather than 95/100.
Yes, but the Numbers are the other way around from what you expect. Look at all of the Quality levels next to each other ...
- Sun Mar 16, 2025 2:29 am
- Forum: Modding discussion
- Topic: What does science_pack_drain_multiplier do?
- Replies: 9
- Views: 1085
Re: What does science_pack_drain_multiplier do?
Ok, cool. Is this disabled in vanilla? Because it's not documented in-game or in the wiki.
- Sun Mar 16, 2025 12:38 am
- Forum: Modding discussion
- Topic: What does science_pack_drain_multiplier do?
- Replies: 9
- Views: 1085
What does science_pack_drain_multiplier do?
I looked at quality.lua in the quality mod, and it defines a science_pack_drain_multiplier for each quality level.
Is this what makes quality science packs have more science capacity? One would think so, but then the value for legendary, for example, should be 1/6, rather than 95/100.
Is this an ...
Is this what makes quality science packs have more science capacity? One would think so, but then the value for legendary, for example, should be 1/6, rather than 95/100.
Is this an ...
- Tue Mar 11, 2025 8:02 pm
- Forum: Gameplay Help
- Topic: Does the yield of Fluorine fields on Aquilo diminish?
- Replies: 5
- Views: 501
Re: Does the yield of Fluorine fields on Aquilo diminish?
Thank you for the tests.
Now I know this, I think I will put productivity modules into all pumpjacks on Nauvis and Aquilo too. Hopefully on Aquilo I will have enough power, because my last attempt to kick start a base was not successful, as I experimented with everything myself without reading ...
- Mon Mar 10, 2025 9:55 pm
- Forum: Gameplay Help
- Topic: Does the yield of Fluorine fields on Aquilo diminish?
- Replies: 5
- Views: 501
Re: Does the yield of Fluorine fields on Aquilo diminish?
I was hoping to learn from other people's experience, but I guess there's only one way to find out.
I tested it out. If there's demand I can share screenshots and calculations, but for now I'll share the main results.
Oil on Aquilo seems to work exactly like on Nauvis.
As for Fluorine, it's ...
I tested it out. If there's demand I can share screenshots and calculations, but for now I'll share the main results.
Oil on Aquilo seems to work exactly like on Nauvis.
As for Fluorine, it's ...
- Mon Mar 10, 2025 2:49 pm
- Forum: Gameplay Help
- Topic: Does the yield of Fluorine fields on Aquilo diminish?
- Replies: 5
- Views: 501
Re: Does the yield of Fluorine fields on Aquilo diminsh?
Good question, but it does have "expected resources" filled in like on Nauvis, so if that's any indication, yes.
- Mon Mar 10, 2025 10:47 am
- Forum: Gameplay Help
- Topic: Does the yield of Fluorine fields on Aquilo diminish?
- Replies: 5
- Views: 501
Does the yield of Fluorine fields on Aquilo diminish?
Question in title.
For oil, the yield diminishes in a specific way until it reaches a minimal value for that field.
Does Fluorine work the same way? If so, are the numbers the same (300 cycles per percent, 10*yield produced per cycle, minimum yield is the highest between 20% absolute and 20% of ...
For oil, the yield diminishes in a specific way until it reaches a minimal value for that field.
Does Fluorine work the same way? If so, are the numbers the same (300 cycles per percent, 10*yield produced per cycle, minimum yield is the highest between 20% absolute and 20% of ...
- Fri Jan 31, 2025 1:11 pm
- Forum: Ideas and Suggestions
- Topic: Gleba science pack research micronmanagement solution
- Replies: 44
- Views: 9102
Re: Gleba science pack research micronmanagement solution
Since the amount of research is currently floating rather than integer, should the amount of research be increased immediately rather than proceeding with a prod bar?
I'm fairly certain that this is already how it is. Unlike any other entity (where you get an extra product when the productivity ...
- Tue Jan 28, 2025 10:14 pm
- Forum: Ideas and Suggestions
- Topic: Gleba science pack research micronmanagement solution
- Replies: 44
- Views: 9102
Re: Gleba science pack research micronmanagement solution
Not wanting to lose Steam achievements just yet, I set up a circuit that sounds an alaram every 10 minutes, at which point I switch between a research that requires agricultural packs and one that doesn't.
And that's... surprisingly bearable. Maybe even a weird kind of fun. And I'm so used to it ...
And that's... surprisingly bearable. Maybe even a weird kind of fun. And I'm so used to it ...
- Sat Dec 28, 2024 8:53 pm
- Forum: Ideas and Suggestions
- Topic: PLEASE change the planet distances...
- Replies: 19
- Views: 1923
Re: PLEASE change the planet distances...
Any propulsion allows to reach any sublight speed.
Not without a swing-by manoeuvre. Especially jet propulsion can normally only reach the speed of its jet.
Are we talking about reality or factorio drag in space? In reality you can even throw stones in one direction and with every stone you ...
- Sat Dec 28, 2024 8:49 pm
- Forum: Ideas and Suggestions
- Topic: PLEASE change the planet distances...
- Replies: 19
- Views: 1923
Re: PLEASE change the planet distances...
Remember when the power consumption/production of most machines was measured in watts ?
At some point they scaled everything by x1000 because it made more sense this way. (Though arguably now some of them are too big.)
I see no reason they shouldn't do it here.
So you have no objection to star ...
At some point they scaled everything by x1000 because it made more sense this way. (Though arguably now some of them are too big.)
I see no reason they shouldn't do it here.
So you have no objection to star ...
- Sat Dec 28, 2024 6:04 pm
- Forum: Ideas and Suggestions
- Topic: Gleba science pack research micronmanagement solution
- Replies: 44
- Views: 9102
Re: Gleba science pack research micronmanagement solution
Don't know about any updates but people already took matters in their own hands
https://mods.factorio.com/mod/Research_Control_Combinator
https://mods.factorio.com/mod/concurrent-research
Very nice! It's cool that things like this can be done with modding.
But I currently play vanilla and do ...
- Tue Dec 24, 2024 1:22 am
- Forum: Ideas and Suggestions
- Topic: Gleba science pack research micronmanagement solution
- Replies: 44
- Views: 9102
Re: Gleba science pack research micronmanagement solution
So, any news about this?
I've recently started producing Gleba science and now realized this problem. This is an obvious oversight and should be fixed.
I've recently started producing Gleba science and now realized this problem. This is an obvious oversight and should be fixed.
- Wed Nov 27, 2024 1:52 am
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 108
- Views: 35788
Re: Friday Facts #438 - Space Age wrap up
Well, maybe it's just because I played Factorio a lot and I'm biased, but I'm suspecting that the latest (and biggest/greatest so far ?) season of PoE1 wouldn't have dared to go as deep into automation (especially late-game) if some of the designers hadn't played Factorio ?
Oh wow. I think your ...