Search found 63 matches
- Fri Sep 29, 2023 11:52 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 78405
Re: Friday Facts #378 - Trains on another level
just awesome, and a feature we have been waiting for a long time. another interesting thing is the "+" shape entity base box instead of regular square size (3x3 for assemblers) we get for our entities I have some questions, or concerns - I missed if it was mentioned. how long can two ramps...
- Sat Sep 09, 2023 11:04 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128971
Re: Friday Facts #375 - Quality
sorry if someone already mentioned same things, there are just too many comments above. sorry for long text it seems devs focused on "progression" than "outcome". in fact the change about tech in SE-- is also about progression changes. outcome of game is same but not progression,...
- Fri Sep 01, 2023 12:10 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 42589
Re: Friday Facts #374 - Smarter robots
the bot improvements really look nice, that is nice work there. I have a question/request to devs though. do not get me wrong, I like the ideas but also I am thinking about my future play because some new features/improvements might require restarting maps (I guess) I have been investing for hundred...
- Wed Nov 16, 2022 1:59 pm
- Forum: Implemented in 2.0
- Topic: Remove Expensive Mode
- Replies: 35
- Views: 12644
Re: Remove Expensive Mode
We had a discussion prompted by this topic, and we agreed with a lot of the points, Even internally the expensive mode causes a lot of hassle and code maintainence Since we have already 'broken the seal' of internal/base game mods with the expansion (the expansion content will be a separate mod), I...
- Wed Nov 16, 2022 1:00 pm
- Forum: Implemented in 2.0
- Topic: Remove Expensive Mode
- Replies: 35
- Views: 12644
Re: Remove Expensive Mode
We had a discussion prompted by this topic, and we agreed with a lot of the points, Even internally the expensive mode causes a lot of hassle and code maintainence Since we have already 'broken the seal' of internal/base game mods with the expansion (the expansion content will be a separate mod), I...
- Mon May 30, 2022 8:01 am
- Forum: Modding help
- Topic: updated burner production cannot satisfy the electric need until game restart
- Replies: 3
- Views: 990
Re: updated burner production cannot satisfy the electric need until game restart
hello Rseding91,
I changed visibility of the repo again. you can have a look if you still need to. you can check commit with f9e8c13 for repro. in first post I put a repro steps. sorry, my mod is still a mess and it is hard to make it work.
thanks for the fix.
I changed visibility of the repo again. you can have a look if you still need to. you can check commit with f9e8c13 for repro. in first post I put a repro steps. sorry, my mod is still a mess and it is hard to make it work.
thanks for the fix.
- Sun May 29, 2022 8:50 pm
- Forum: Modding help
- Topic: cliff and resource generation
- Replies: 0
- Views: 544
cliff and resource generation
hello, a simple question but maybe more directed towards devs or to people who worked with cliffs or resources. I am generating cliffs with script and it works good until the chunks have some resource generated as well. in that case my cliffs are either not created or destroyed later (seems latter b...
- Sun May 22, 2022 11:35 pm
- Forum: Modding help
- Topic: updated burner production cannot satisfy the electric need until game restart
- Replies: 3
- Views: 990
updated burner production cannot satisfy the electric need until game restart
hello, I am trying to make a mod about a new burner generator (takes fuel and generates power). it supports some tech which upgrades stuff. my problem is about the capacity when I replace the entity in code. in mod code I have multiple entities of furnaces, representing each versions. first furnace ...
- Fri Feb 18, 2022 9:07 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 128760
Re: Friday Facts #367 - Expansion news
So exciting, can't sleep anymore. What I imagine : β’ Sky / Underground / Water management β’ Critters natives from those 3 environments β’ Vehicles for those 3 environments β’ Animal / Cybernetics mounts β’ New measures against pollution β’ Rust, erosion and machine lifetime β’ Interaction with other int...
- Sat Nov 20, 2021 8:04 pm
- Forum: General discussion
- Topic: survival focused game map ideas
- Replies: 7
- Views: 2572
Re: survival focused game map ideas
I dont think you understood it. this is single player. whatever I do is the rule.
I already said building wall surrounding the factory area is boring. I want other ideas.
I already said building wall surrounding the factory area is boring. I want other ideas.
- Sat Nov 20, 2021 1:52 pm
- Forum: General discussion
- Topic: survival focused game map ideas
- Replies: 7
- Views: 2572
survival focused game map ideas
hello everyone. I am sorry if this thread should be in another subforum, I could not decide where to ask. I am looking for ideas (mods are completely fine and welcome) for a map setup which will force the player to defend the base and train network somehow but not with a wall surrounding entire map ...
- Sun Aug 29, 2021 12:19 pm
- Forum: Gameplay Help
- Topic: [1.1.36] Spidertron dependencies satisfied but tech not available for research
- Replies: 2
- Views: 1199
Re: [1.1.36] Spidertron dependencies satisfied but tech not available for research
I just checked your game and saw you have not researched "efficiency module 3" yet, it is a dependency missing. research it and check again.
scroll up a little in research window. it is a middle tech just under purple science pack and above power armor.
scroll up a little in research window. it is a middle tech just under purple science pack and above power armor.
- Sat Aug 28, 2021 11:22 am
- Forum: Minor issues
- Topic: [Rseding] [1.1.37] Logistic chests still show "Out of network" warning after deinstalling mod
- Replies: 2
- Views: 1981
Re: [1.1.37] Logistic chests still show "Out of network" warning after deinstalling mod
hello, a simple game is attached https://drive.google.com/file/d/160SsKvRgy0iATt1VPf7f-w3JicXjZqdp/view?usp=sharing I hope it should be accessible just fine. I set the range to 10 in the game. disable the mod and reload the game, you shall see the red chests are out of network notification immediate...
- Sun Aug 22, 2021 2:50 pm
- Forum: Minor issues
- Topic: [Rseding] [1.1.37] Logistic chests still show "Out of network" warning after deinstalling mod
- Replies: 2
- Views: 1981
[Rseding] [1.1.37] Logistic chests still show "Out of network" warning after deinstalling mod
hello, I am not sure if this is considered a bug, maybe working as intended. what I did? - I installed a mod that changes roboport logistic network, download any you want. - I set the roboport range to let's say 5 only, very short - I opened a map and put a roboport, requester chest within expected ...
- Fri Jun 04, 2021 11:28 pm
- Forum: Gameplay Help
- Topic: Prevent bots from building ghost elements
- Replies: 8
- Views: 2396
Re: Prevent bots from building ghost elements
not entirely what you ask for but there is a way to achieve that. I assume you already turned off your personal roboport. install mod https://mods.factorio.com/mod/LogiNetChannels assign your roboports to another channel (it supports 0 to 8 I believe). update your roboports to anything but 0 so the ...
- Tue May 04, 2021 8:55 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Fully compressing a blue belt with one box
- Replies: 23
- Views: 10202
Re: Fully compressing a blue belt with one box
I liked the challenge, may I join? :D I did this with using splitter and I was able to tile it next to each other, vertical and also horizontal. I even posted here, on same page down some threads: https://forums.factorio.com/viewtopic.php?f=202&t=89147 what I could come up without splitter was t...
- Mon May 03, 2021 6:14 pm
- Forum: Gameplay Help
- Topic: Bots vs balancers
- Replies: 9
- Views: 3306
Re: Bots vs balancers
I had same problem for my base so I shall list what I tried. maybe you can take these as suggestions depending on your play style. I use belts for factories but bots unload/load to/from blue belts (I use bots for balancers, high amount requester chests solve balancing problems generally). most of my...
- Sun May 02, 2021 8:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
- Replies: 11
- Views: 7231
Re: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
@boskid, I did not think it was a signalling bug, sorry for the confusion.
thanks for looking into the issue. I was going to ask about the no-path problem as well but actually it is part of the bug then and it shall be fixed too. sweet!
thanks for looking into the issue. I was going to ask about the no-path problem as well but actually it is part of the bug then and it shall be fixed too. sweet!
- Sun May 02, 2021 9:12 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
- Replies: 11
- Views: 7231
Re: train station limit causes trains hard stop sometimes randomly
thanks for answers. what I realized and did: - captured trains which suffer hard stop and realized all ore types have this problem, not only a single type. I deleted all copper, uranium and stone stations one by one and set up a dummy train to go to each of them one by one, not manually but within t...
- Sun May 02, 2021 12:13 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
- Replies: 11
- Views: 7231
Re: train station limit causes trains hard stop sometimes randomly
I tried to capture a video in game. it happens in one t-junction because I realized it there but every t-junction is same design and I am trying with alternates I also thought signaling was bad so I am testing other t-junctions on same place. if you think there is a mistake then I would like to know...