Search found 416 matches
- Thu Jan 12, 2023 3:17 pm
- Forum: Releases
- Topic: Version 1.1.75
- Replies: 17
- Views: 15026
Re: Version 1.1.75
Modding Added LoaderPrototype::allow_rail_interaction and allow_container_interaction. Interesting, especially the "rail interaction" part. Any details/docs? Does "containers" also include non-container entities with an inventory, e.g. crafting machines? When did native loaders ...
- Thu Apr 28, 2022 6:16 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 41543
Re: [1.1] Bob's Mods: General Discussion
Would it be fine to build "addon mods," as it were, which piggyback off the library and other bob's mods code, without actually containing any of that code within themselves? There's some convenient functions in there that would be nice to work with while I'm starting out, but I don't wan...
- Mon Feb 21, 2022 7:46 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 138732
Re: Friday Facts #367 - Expansion news
if the number of replies and views are any indication, i think most people have forgotten about the plans to release DLC for Factorio. 63% more replies and 7000 less views than the Friday Facts from last June, and 30%/57% the number of views/replies as the Friday Facts announcing their future plans...
- Fri Feb 18, 2022 1:27 am
- Forum: Outdated/Not implemented
- Topic: Suggestion to change Whitelist/Blacklist terms
- Replies: 57
- Views: 17975
- Thu Feb 17, 2022 11:39 pm
- Forum: Outdated/Not implemented
- Topic: Suggestion to change Whitelist/Blacklist terms
- Replies: 57
- Views: 17975
Re: Rename all references to "master/slave" nomenclature
It's not. You've been conditioned to jump at shadows, and are doing so now.AniArtifice wrote: βThu Feb 17, 2022 9:43 pmJust sayin', "master/slave" is hella racist nomenclature
- Sat Feb 05, 2022 12:34 am
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 138732
Re: Friday Facts #367 - Expansion news
I like Factorio a lot, but β¬30,- is really too steep in my opinion. β¬10,- makes sense, making it at least cheaper than the actual game. If the content and feature set is comparable to the base game, β¬30 is reasonable. Given the reputation of the development team, β¬30 is almost certainly reasonable....
- Thu Jan 20, 2022 10:14 pm
- Forum: General discussion
- Topic: [Finished] Testing new CDN providers for Factorio
- Replies: 14
- Views: 4559
Re: Testing new CDN providers for Factorio
Round 1... "Wube CDN" % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spent Left Speed 100 1400M 100 1400M 0 0 3447k 0 0:06:56 0:06:56 --:--:-- 3255k "CDN77" % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spe...
- Tue Jan 11, 2022 8:51 am
- Forum: This Forum
- Topic: moderator banned for allowing drug sales in a minors game
- Replies: 4
- Views: 2541
Re: moderator banned for allowing drug sales in a minors game
I don't see how using the terms you're upset about in the way that the mod author does (to essentially indicate that the next version of the modpack will turn it up to the nth degree) a) advocates drug usage, and b) is selling drugs.
You may need to chill.
And have a gander at this.
You may need to chill.
And have a gander at this.
- Wed Oct 20, 2021 4:24 pm
- Forum: Ideas and Requests For Mods
- Topic: Request Mod - Alternative Creative
- Replies: 9
- Views: 2864
Re: Request Mod - Alternative Creative
Hm, if free crafting without modifying recipe prototypes is a function of cheat mode, then there may not be a way to do what you want. BUT: If you don't mind modifying recipe data, then in data-final-fixes you can just iterate over the recipes and zero out the ingredients. Since you say this is test...
- Tue Oct 19, 2021 10:23 pm
- Forum: Ideas and Requests For Mods
- Topic: Request Mod - Alternative Creative
- Replies: 9
- Views: 2864
Re: Request Mod - Alternative Creative
Pretty sure you can use the creative mod and just disable the instant craft parameter.
- Sun Sep 26, 2021 6:52 pm
- Forum: Resolved Requests
- Topic: match_animation_speed_to_activity says "default = false" but that appears to be incorrect
- Replies: 1
- Views: 2038
match_animation_speed_to_activity says "default = false" but that appears to be incorrect
https://wiki.factorio.com/Prototype/CraftingMachine#match_animation_speed_to_activity When omitted from a prototype definition, the animation speed of machines correlate to crafting speed and are affected by modules. Which would seem to suggest that the default is actually "true", not &quo...
- Sun Sep 26, 2021 6:30 pm
- Forum: Not a bug
- Topic: [1.1.41] `constant_speed = true` in `working_visualisation` plays animation when machine idle
- Replies: 2
- Views: 1647
- Sun Sep 26, 2021 6:23 am
- Forum: Not a bug
- Topic: [1.1.41] `constant_speed = true` in `working_visualisation` plays animation when machine idle
- Replies: 2
- Views: 1647
[1.1.41] `constant_speed = true` in `working_visualisation` plays animation when machine idle
Title. Specifically with `always_draw = true` to override the animation disappearing when idle. Expected behavior: When the machine is idle, animations pause, even if `constant_speed` is set to `true`. Actual behavior: The animation plays, always, idle or not, powered or not. Speculation: The animat...
- Sat Sep 25, 2021 11:34 pm
- Forum: Modding interface requests
- Topic: Add "off_when_no_fluid_recipe" toggle to Types/WorkingVisualisation
- Replies: 0
- Views: 879
Add "off_when_no_fluid_recipe" toggle to Types/WorkingVisualisation
Under the crafting machine prototype property "fluid_boxes" is the parameter "off_when_no_fluid_recipe" . It would be very convenient to have that as a parameter in "working_visualisations" as well. Specifically I would like to be able to place sprites over adjacent pip...
- Tue Sep 21, 2021 6:43 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.39] working_visualisation/fadeout is broken on Furnace prototype
- Replies: 3
- Views: 3137
Re: [1.1.39] working_visualisation/fadeout is broken on Furnace prototype
Done, and done. Made a cute save and mod just for this, since the particular main mods are as-yet unreleased. Requires Angel's Refining. Edit: I forgot how slow my upload is to Factorio servers (an issue of itself, given I have 1 gbps up/down...) and hit submit before the attachments were finished...
- Sun Sep 19, 2021 6:21 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.39] working_visualisation/fadeout is broken on Furnace prototype
- Replies: 3
- Views: 3137
[boskid][1.1.39] working_visualisation/fadeout is broken on Furnace prototype
On left, the Angel's clarifier (furnace), next to the Angel's strand casting machine (assembling machine). Both working_visualisations specify that animation has fadeout = true: https://forums.factorio.com/download/file.php?id=70747 Now, editing the clarifier to be an assembly machine: https://forum...
- Mon Aug 30, 2021 5:01 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 179610
- Mon Aug 23, 2021 11:42 pm
- Forum: Ideas and Suggestions
- Topic: Option to soft-enable mods when syncing with save
- Replies: 1
- Views: 990
Option to soft-enable mods when syncing with save
Current behavior with sync mods with save is that you can enable mods that are in the save only. To add mods to the save, you have to first sync mods with the save, restart the game, and then enable additional mods, which then requires another restart. If would be amazing if it were possible to sync...
- Sat Aug 14, 2021 5:57 pm
- Forum: Modding help
- Topic: Offshore pump underwater_pictures - tile renderer?
- Replies: 2
- Views: 1363
- Fri Aug 13, 2021 6:18 pm
- Forum: Modding help
- Topic: Offshore pump underwater_pictures - tile renderer?
- Replies: 2
- Views: 1363
Offshore pump underwater_pictures - tile renderer?
What does this mean? Drawn by tile renderer when water animation is enabled. From: https://wiki.factorio.com/Prototype/OffshorePump#graphics_set The goal here is to replicate this graphics_set with an assembling-machine prototype using working visualisations, but I have no idea what that means/impli...