Great, I'll keep that in mind while I pretend that Aquilo enemies were implemented.FactorioBot wrote: Mon Apr 07, 2025 4:38 pm [*]Atomic bomb now blasts planet-appropriate holes into the terrain of the planet if the terrain is floating on a fluid: Ammoniacal ocean for Aquilo, Lava for Vulcanus. It also destroys space platform tiles.
Search found 581 matches
- Tue Apr 08, 2025 1:14 pm
- Forum: Releases
- Topic: Version 2.0.44
- Replies: 14
- Views: 7206
Re: Version 2.0.44
- Mon Mar 31, 2025 1:15 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Shattered Planet Ship - Executor
- Replies: 10
- Views: 17667
Re: Shattered Planet Ship - Executor
Lasers are really not a good choice. Look at the resists. They are worthless for everything except small asteroids and are not the best choice even for those.
You could save space by removing 2 rows of lasers and replace with 1 row of gun turrets. Even with their smaller range and regular bullets ...
You could save space by removing 2 rows of lasers and replace with 1 row of gun turrets. Even with their smaller range and regular bullets ...
- Mon Mar 24, 2025 10:29 pm
- Forum: General discussion
- Topic: Agricultual Science Pack
- Replies: 32
- Views: 2294
Re: Agricultual Science Pack
ooor u can set ag science to 99 hour spoil time by changing the spoil rate in map settings file
Holy cow, this is the first time I've heard that spoilage rate (and also asteroid spawning rate) can be changed in the new game settings. :o
Of course, there are implications: Your agricultural ...
- Mon Mar 24, 2025 2:20 am
- Forum: Modding interface requests
- Topic: Event request: on_recipe_changed
- Replies: 20
- Views: 6070
Re: Event request: on_recipe_changed
Is this more feasible to implement now?
I would like to make a scenario where certain recipes are not allowed within a defined area. I was looking for an on recipe set handler which led me here.
I would like to make a scenario where certain recipes are not allowed within a defined area. I was looking for an on recipe set handler which led me here.
- Mon Mar 24, 2025 2:14 am
- Forum: General discussion
- Topic: Agricultual Science Pack
- Replies: 32
- Views: 2294
Re: Agricultual Science Pack
ooor u can set ag science to 99 hour spoil time by changing the spoil rate in map settings file
- Fri Mar 21, 2025 3:06 pm
- Forum: General discussion
- Topic: How do you deal with emptiness after "finishing" the game?
- Replies: 13
- Views: 1278
Re: How do you deal with emptiness after "finishing" the game?
I play with biters
- Fri Mar 21, 2025 3:04 pm
- Forum: General discussion
- Topic: Lucky #7
- Replies: 2
- Views: 387
Re: Lucky #7
Wow what a huge spike! Did you upgrade just prior? I wonder if it was changed.
- Fri Mar 21, 2025 3:02 pm
- Forum: Releases
- Topic: Version 2.0.42
- Replies: 3
- Views: 6522
Re: Version 2.0.42
Yay! This will fill some gaps from workaround layouts.FactorioBot wrote: Wed Mar 19, 2025 7:19 pm [*]Fixed that fusion generators were highly sensitive to entity update order. (122346)
- Wed Mar 19, 2025 2:02 pm
- Forum: General discussion
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 1241
Re: Arc furnace VS blast furnace
Keep in mind coal is not the only way to power an electric furnace. You can also use solar panels which is free. Nuclear power once set up is highly efficient and would power much more than your furnaces. The existence of module slots in the electric furnace alone makes it superior because of prod ...
- Tue Mar 18, 2025 7:26 am
- Forum: Ideas and Suggestions
- Topic: Biolabs Animation Low Framerate
- Replies: 6
- Views: 720
Re: [2.0.21]Biolabs Animation Low Framerate
I think the actual problem that is happening when I watch it, is when the centrifuge stops spinning, my brain can't decide if it has actually stopped spinning or has entered a "wagon wheel effect" speed.
A slower spin speed and less variable spin speed would both solve the problem I think without ...
A slower spin speed and less variable spin speed would both solve the problem I think without ...
- Mon Mar 17, 2025 11:54 pm
- Forum: Modding help
- Topic: Recipe Set Event Handler
- Replies: 2
- Views: 569
Re: Recipe Set Event Handler
If I have to I could also mark offending entities for deconstruction. But how can I scan the recipes on each entity in an area?
- Mon Mar 17, 2025 11:52 pm
- Forum: Gameplay Help
- Topic: Keeping biters at bay
- Replies: 11
- Views: 1170
Re: Keeping biters at bay
Only thing ur missin really is walls and flamethrower turrets.
- Mon Mar 17, 2025 2:53 pm
- Forum: Modding help
- Topic: Recipe Set Event Handler
- Replies: 2
- Views: 569
Recipe Set Event Handler
Looking for an event handler that triggers on setting or changing a recipe in any way. But the closest one I could find was on_selected_entity_changed, but I don't know how it works.
What I am wanting to do is, in a scenario, only allow certain recipes to be configured in a given area by unsetting ...
What I am wanting to do is, in a scenario, only allow certain recipes to be configured in a given area by unsetting ...
- Sun Mar 16, 2025 5:49 pm
- Forum: Modding help
- Topic: Designate allowed building area
- Replies: 5
- Views: 313
Re: Designate allowed building area
That'll work. Thanks for the info!
- Sat Mar 15, 2025 5:35 pm
- Forum: Modding help
- Topic: Designate allowed building area
- Replies: 5
- Views: 313
Re: Designate allowed building area
OK I was afraid of this. So the next best thing would be to script the deletion of disallowed entities from a given area. To do this without pissing off the player would require the areas to be visible somehow.
Is this possible?
Is this possible?
- Fri Mar 14, 2025 10:52 pm
- Forum: Modding help
- Topic: Designate allowed building area
- Replies: 5
- Views: 313
Designate allowed building area
I would like to designate an area like coordinate x,y to coordinate a,b and then disallow building certain entities in that area. Is this possible?
Also, it is possible to allow building an assembler, but disallow setting certain recipes within the designated area?
The mod is for a scenario, if ...
Also, it is possible to allow building an assembler, but disallow setting certain recipes within the designated area?
The mod is for a scenario, if ...
- Sat Mar 08, 2025 1:20 am
- Forum: General discussion
- Topic: Beyond Death World
- Replies: 1
- Views: 469
Beyond Death World
Bored? Try my custom death world settings. Fair warning: These settings are not even remotely fair ;)
First off grab these mods:
https://mods.factorio.com/mod/Electric_flying_enemies
https://mods.factorio.com/mod/Explosive_biters
https://mods.factorio.com/mod/Cold_biters
https://mods ...
First off grab these mods:
https://mods.factorio.com/mod/Electric_flying_enemies
https://mods.factorio.com/mod/Explosive_biters
https://mods.factorio.com/mod/Cold_biters
https://mods ...
- Fri Mar 07, 2025 5:00 pm
- Forum: Technical Help
- Topic: [2.0.32] Linux Headless behind pfsense FW
- Replies: 10
- Views: 773
Re: [2.0.32] Linux Headless behind pfsense FW
Glad you are getting closer to a solution. Your DSL / Router seems to be both a modem and router combined. There is typically a way to disable the router function of these. Sometimes labeled as "passthrough mode". Alternatively you could get a compatible DSL modem that doesn't have any router ...
- Thu Mar 06, 2025 9:25 pm
- Forum: Ideas and Requests For Mods
- Topic: Space Age Enemies
- Replies: 2
- Views: 348
Re: Space Age Enemies
I tried those, but apparently you have to start a new map to use them, as I wandered Fulgora and Aquilo endlessly and they were just as boring as before.
I suppose I can try them in a new map with some cheats, but I am skeptical that they have incorporated all of the mechanics for enemies like ...
I suppose I can try them in a new map with some cheats, but I am skeptical that they have incorporated all of the mechanics for enemies like ...
- Thu Mar 06, 2025 5:05 pm
- Forum: General discussion
- Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
- Replies: 82
- Views: 28628
Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
I wish the mods would delete this offensive thread. It needs to die.