Factropy is in this space: https://dorfl.itch.io/factropy . Indie, WIP, free demo. Factory simulation genre tropes abound.
Two parts Factorio, one part Satisfactory, a dash of Supreme Commander and a bunch of loose ideas a certain solo developer failed to mod into one of those games. The overall ...
Search found 44 matches
- Sat Feb 12, 2022 2:56 am
- Forum: Off topic
- Topic: Games Like Factorio
- Replies: 213
- Views: 463080
- Mon Feb 17, 2020 12:08 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 184989
Re: [MOD 0.16] Miniloader
... ran into the uneven loading bug again.
This may happen if you use a miniloader of one tier with a mis-matched belt tier. The inserter timings get unpredictable and I don't promise consistent results.
Fwiw, attached is a minimal 0.18 sandbox save with miniloaders 1.9.3 that shows express ...
- Sun Jan 26, 2020 7:46 am
- Forum: Mods
- Topic: [MOD 0.18] Crux Chests
- Replies: 0
- Views: 1242
[MOD 0.18] Crux Chests
Type : Mod
Name : Crux Chests
Description : Chests 1x1 to 9x9, including logistics versions.
Factorio Version : 0.18.0
Tags : Storage
License : MIT
https://mods.factorio.com/mod/cruxchests
https://mods-data.factorio.com/assets/13c50889e15c345299195a8d995b6e52830e305d.png
Got carried away ...
Name : Crux Chests
Description : Chests 1x1 to 9x9, including logistics versions.
Factorio Version : 0.18.0
Tags : Storage
License : MIT
https://mods.factorio.com/mod/cruxchests
https://mods-data.factorio.com/assets/13c50889e15c345299195a8d995b6e52830e305d.png
Got carried away ...
- Sun Aug 18, 2019 1:39 am
- Forum: Not a bug
- Topic: [0.17.65] mod load spike for on_robot_pre_mined on blocked entities
- Replies: 2
- Views: 1614
Re: [0.17.65] mod load spike for on_robot_pre_mined on blocked entities
Will try to get the obligatory screenshots from another box. For some reason screen capture is showing up all black on Wayland...
- Sun Aug 18, 2019 1:27 am
- Forum: Not a bug
- Topic: [0.17.65] mod load spike for on_robot_pre_mined on blocked entities
- Replies: 2
- Views: 1614
[0.17.65] mod load spike for on_robot_pre_mined on blocked entities
This might be works-as-expected, but it confused me for a while and I couldn't see it described anywhere, so:
I marked a rail depot for deconstruction before removing a train, so 25 robots went and sat waiting over 25 blocked rail segments -- as expected. But load from mods listening to on_robot ...
I marked a rail depot for deconstruction before removing a train, so 25 robots went and sat waiting over 25 blocked rail segments -- as expected. But load from mods listening to on_robot ...
- Mon Aug 12, 2019 12:51 am
- Forum: Won't implement
- Topic: electric-energy-interface circuit network connection
- Replies: 0
- Views: 1028
electric-energy-interface circuit network connection
Consider allowing circuit network connection for the electric-energy-interface, with modes:
* Report charge level (like Accumulators A=charge)
* Enable/Disable
Use case would be in https://mods.factorio.com/mod/smr which has power suppliers that currently use the accumulator prototype to get the A ...
* Report charge level (like Accumulators A=charge)
* Enable/Disable
Use case would be in https://mods.factorio.com/mod/smr which has power suppliers that currently use the accumulator prototype to get the A ...
- Sun Aug 11, 2019 11:48 pm
- Forum: Mods
- Topic: [0.17] SMRs
- Replies: 0
- Views: 1592
[0.17] SMRs
Small modular nuclear reactors designed to be deployed off-grid at remote sites. SMRs are manufactured as sealed units with a fixed energy capacity, including both fuel and generator components. This means they can be quickly setup anywhere but once depleted must be returned to base for ...
- Mon Jul 29, 2019 10:24 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 608977
Re: [MOD 0.14] AAI Programmable Vehicles
Compatibility problem with Angel's vehicles:
When using remote control on a Crawler vehicle, it empties generator's storage in its power grid
Desktop recording: https://youtu.be/S734RCq5sTs
I put coal into generator and after using remote control the coal is gone. The same happens when I first ...
- Mon Jul 29, 2019 9:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.59] LuaSurface.request_path crash
- Replies: 3
- Views: 3165
- Mon Jul 29, 2019 12:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.59] LuaSurface.request_path crash
- Replies: 3
- Views: 3165
[0.17.59] LuaSurface.request_path crash
While playing around with the path finder, I found path_resolution_modifier = 8 caused a full process lockup and eventually a crash. Lower values work OK.
I tried 8 only because UnitAISettings mentions an -8 to 8 range for an int8 parameter of the same name, and LuaSurface.request_path doesn't ...
I tried 8 only because UnitAISettings mentions an -8 to 8 range for an int8 parameter of the same name, and LuaSurface.request_path doesn't ...
- Sat Jul 20, 2019 2:32 pm
- Forum: Mods
- Topic: [0.17] Bulk Teleporters
- Replies: 14
- Views: 7312
Re: [0.17] Bulk Teleporters
It looks more like a rendering issue, not due to a specific mod.
See you have "Flip[on]" which is spiking up to 90ms. Try turning vsync off, close other applications, update graphics drivers, reduce sprite resolution, etc.
Search this forum for other examples with this symptom (eg: https://forums ...
See you have "Flip[on]" which is spiking up to 90ms. Try turning vsync off, close other applications, update graphics drivers, reduce sprite resolution, etc.
Search this forum for other examples with this symptom (eg: https://forums ...
- Sat Jul 20, 2019 10:34 am
- Forum: Mods
- Topic: [0.17] Bulk Teleporters
- Replies: 14
- Views: 7312
Re: [0.17] Bulk Teleporters
That save runs at stable 60 UPS here, but I only tested it for a few minutes (sounds like your lag is intermittent?).
Try looking at the F5 debug output when you see lag. If any mod shows significantly higher values than the others, it's probably the culprit.
Try looking at the F5 debug output when you see lag. If any mod shows significantly higher values than the others, it's probably the culprit.
- Sat Jul 20, 2019 7:50 am
- Forum: Mods
- Topic: [0.17] Bulk Teleporters
- Replies: 14
- Views: 7312
Re: [0.16] Bulk Teleporters
Can you post a save game that shows the lag problem?
- Sat Jul 20, 2019 7:46 am
- Forum: Mods
- Topic: [0.17] Data Science
- Replies: 5
- Views: 3053
Re: [0.16] Data Science
0.17 update posted.
Sorry for the delay. I want to do new graphics for this one, but it keeps falling down the to-do list. So this is a plain update of the 0.16 version.
Sorry for the delay. I want to do new graphics for this one, but it keeps falling down the to-do list. So this is a plain update of the 0.16 version.
- Tue Jul 16, 2019 11:59 am
- Forum: Mods
- Topic: [0.17] Bulk Teleporters
- Replies: 14
- Views: 7312
- Sun Jul 07, 2019 4:04 am
- Forum: Mods
- Topic: [0.17] Bulk Teleporters
- Replies: 14
- Views: 7312
Re: [0.16] Bulk Teleporters
What fuel is needed for teleporter to work?
None, they're electric. The top-left interface is an electric furnace which automatically crafts hidden teleport recipes with cost and duration proportional to the teleport distance.
Power is connected, signals are connected. What I forget to do ...
- Sat Apr 20, 2019 1:15 am
- Forum: Pending
- Topic: [0.17.31] crash to desktop Lab::checkIngredients()
- Replies: 1
- Views: 1078
[0.17.31] crash to desktop Lab::checkIngredients()
No clue whether I did something specific or unusual to cause this. No recurrence yet after loading last autosave in .31, or after updating to .32.
2732.106 Info AppManagerStates.cpp:1747: Saving finished
3248.101 Error CrashHandler.cpp:564: Received SIGSEGV
3251.785 Warning Logger.cpp:503 ...
2732.106 Info AppManagerStates.cpp:1747: Saving finished
3248.101 Error CrashHandler.cpp:564: Received SIGSEGV
3251.785 Warning Logger.cpp:503 ...
- Wed Mar 27, 2019 11:12 pm
- Forum: Ideas and Requests For Mods
- Topic: Mainbus Indicators
- Replies: 3
- Views: 2064
- Tue Mar 12, 2019 9:19 pm
- Forum: Modding help
- Topic: how to consistently detect when entities have electricity?
- Replies: 2
- Views: 1147
how to consistently detect when entities have electricity?
Filed this bug: https://forums.factorio.com/viewtopic.php?f=7&t=67527
The GUI electricity bar oddness is not a big deal so I'm prepared for it to be not-a-bug, but from the Lua API perspective having LuaEntity .energy == .electric_buffer_size for a lamp with zero electricity available, and no ...
The GUI electricity bar oddness is not a big deal so I'm prepared for it to be not-a-bug, but from the Lua API perspective having LuaEntity .energy == .electric_buffer_size for a lamp with zero electricity available, and no ...
- Tue Mar 12, 2019 11:01 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.11] lamp electricity bar shows full in electric network without power
- Replies: 3
- Views: 2964
[0.17.11] lamp electricity bar shows full in electric network without power
Lamp energy shows as full when part of an unpowered electric network.
Place the lamp outside an electric network -- no-power icon flashes and electricity bar is zero. As expected.
Place an unpowered electric pole next to the lamp -- no power icon continues to flash, but now electricity bar is ...
Place the lamp outside an electric network -- no-power icon flashes and electricity bar is zero. As expected.
Place an unpowered electric pole next to the lamp -- no power icon continues to flash, but now electricity bar is ...