I was attempting to create a mod where:
- quality modules/intrinsic quality machines can only bump up a product by one level
- there exists a crafting machine with an intrinsic quality bonus which can combine an item X with other resources to create a better X (obviously requiring quality extra ...
Search found 17 matches
- Sun Jan 19, 2025 9:09 pm
- Forum: Modding interface requests
- Topic: Change how quality chances are calculated to make it more flexible for modding
- Replies: 0
- Views: 192
- Wed Jan 15, 2025 4:34 pm
- Forum: Assigned
- Topic: [Pard][2.0.30] merged item/recipe factoriopedia entries do not show "spoilage from"
- Replies: 0
- Views: 182
[Pard][2.0.30] merged item/recipe factoriopedia entries do not show "spoilage from"
I was working on a mod which allows you to "grow" certain intermediates from biological cultures (items which spoil into the desired item) as an alternate way to produce them on Gleba. I noticed that the factoriopedia page for the desired product did not mention this, which seems wrong to me - the ...
- Fri May 03, 2024 9:05 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 49451
Re: Friday Facts #409 - Diminishing beacons
The problem is that, as I understand it, the solution to all quality production is to just do the exact same recycle loop over and over, for every item in the mall.
What makes you think this is how it will work? You think a recycling loop for a beacon, and a recycling loop for an assembly ...
- Fri May 03, 2024 12:29 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 49451
Re: Friday Facts #409 - Diminishing beacons
Okay, I don't want to be a downer, but something in these posts keeps driving me crazy.
These FFF posts keep mentioning the huge benefits you can get from using quality entities in what I can only really describe as a "hype-builder" voice. It's like someone saw the initial ambivalent reaction to ...
These FFF posts keep mentioning the huge benefits you can get from using quality entities in what I can only really describe as a "hype-builder" voice. It's like someone saw the initial ambivalent reaction to ...
- Fri Feb 02, 2024 5:05 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 24997
Re: Friday Facts #396 - Sound improvements in 2.0
calcite deposits reveal!
- Fri Dec 22, 2023 11:56 pm
- Forum: News
- Topic: Friday Facts #390 - Noise expressions 2.0
- Replies: 73
- Views: 24428
Re: Friday Facts #390 - Noise expressions 2.0
the way i see it, there are three possibilities for generating things that can appear on multiple planets:
- things that autoplace can have multiple sets of placement rules, varying per surface
- things that can be autoplaced on multiple surfaces have an obscenely complicated autoplace system that ...
- things that autoplace can have multiple sets of placement rules, varying per surface
- things that can be autoplaced on multiple surfaces have an obscenely complicated autoplace system that ...
- Sun Nov 19, 2023 9:45 pm
- Forum: Resource Spawner Overhaul
- Topic: Configs for my mods
- Replies: 0
- Views: 966
Configs for my mods
Hello! Attached are resource configurations for my mods Brass Tacks (zinc ore), If I Had A Nickel (nickel ore), Them Thar Hills (gold ore), and Brimstuff (sulfur). The first two are long overdue, but better late than never.
Thank you!
Thank you!
- Fri Sep 29, 2023 4:47 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 130621
Re: Friday Facts #378 - Trains on another level
It doesn't look like you can elevate stations, and artillery trains don't fire when stopped at signals.Illiander42 wrote: Fri Sep 29, 2023 3:54 pmThis is an important question that needs answering.
Also, an elevated arty train over a lake.
- Fri Sep 08, 2023 9:04 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 255027
Re: Friday Facts #375 - Quality
Thematically I like the idea of machines producing different qualities of item but this is a silly implementation of that idea.
Hopefully there will be support in the engine for data-stage mods to dispense with the quality modules entirely and gate higher quality products behind better materials ...
Hopefully there will be support in the engine for data-stage mods to dispense with the quality modules entirely and gate higher quality products behind better materials ...
- Sun Nov 01, 2020 6:14 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 93640
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Everything looking good as always.
Since we're talking about blueprints there's a really niche feature that would be nice...
In some of my past saves I've tried to create a nice looking rail system with a strip of hazard concrete along the sides.
The issue with this is in practice it ends up not ...
Since we're talking about blueprints there's a really niche feature that would be nice...
In some of my past saves I've tried to create a nice looking rail system with a strip of hazard concrete along the sides.
The issue with this is in practice it ends up not ...
- Fri Oct 09, 2020 3:05 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 100319
Re: Friday Facts #361 - Train stop limit, Tips and tricks
Huh, I didn't know that. Should maybe be a tip, then.Nidan wrote: Fri Oct 09, 2020 2:58 pm You can use z to drop a single module into a machine, no need to open the UI.
- Fri Oct 09, 2020 2:44 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 100319
Re: Friday Facts #361 - Train stop limit, Tips and tricks
A minor quality of life improvement that shouldn't be overly difficult is a way to limit the number of modules inserted without having to open each machine's interface.
For example it's annoying when putting efficiency modules into machines with 4 module slots, because only the first three do ...
For example it's annoying when putting efficiency modules into machines with 4 module slots, because only the first three do ...
- Thu Nov 01, 2018 5:05 am
- Forum: Balancing
- Topic: Fixing NPE - Full Burner Start
- Replies: 22
- Views: 16239
Re: Fixing NPE - Full Burner Start
This discussion is fascinating to me because I always see the burner phase as pure bootstrapping, something intentionally janky and needing significant manual intervention so that the value of "true" automation is made more clear. Hence why it's obsolete so quickly. Personally, I've never seen value ...
- Mon Oct 29, 2018 1:03 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 268509
Re: Friday Facts #266 - Cleanup of mechanics
Trying to do everything at once and satisfying all types of customers at once was never a good idea. Communicating clearly "we're doing the campaign now" and "we're taking the proverbial axe to all things that are not necessary for the campaign" would send a strong signal about what's happening ...
- Sat Oct 27, 2018 8:06 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 268509
Re: Friday Facts #266 - Cleanup of mechanics
My two cents ashtray full of spare change:
-Removal of things from the game engine itself, such that mods can no longer do those things (with a rationale of effectively, "you shouldn't want to do those things"), is almost inherently a bad decision.
Deleting mining hardness outright seems ...
-Removal of things from the game engine itself, such that mods can no longer do those things (with a rationale of effectively, "you shouldn't want to do those things"), is almost inherently a bad decision.
Deleting mining hardness outright seems ...
- Fri Oct 05, 2018 3:52 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 46329
Re: Friday Facts #263 - Trains in blueprints
Interesting decision to upgrade blueprints through the blueprint UI rather than through the upgrade planner UI as the mod does. Personally I prefer the mod's implementation because that makes it a bit more convenient to bulk upgrade several blueprints at once.
Also, I foresee the upgrade planner ...
Also, I foresee the upgrade planner ...
- Fri May 04, 2018 10:18 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 55309
Re: Friday Facts #241 - New player experience
A backer name like "copper ore unloading" would kill a few careless players and is a far classier troll than any sort of flagrant obscenity.
As for the entity most representative of the overall game, for me it's a toss-up between inserters and construction bots.
As for the entity most representative of the overall game, for me it's a toss-up between inserters and construction bots.