Search found 581 matches

by adam_bise
Tue Apr 08, 2025 1:14 pm
Forum: Releases
Topic: Version 2.0.44
Replies: 14
Views: 7206

Re: Version 2.0.44

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.
Great, I'll keep that in mind while I pretend that Aquilo enemies were implemented.
by adam_bise
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 ...
by adam_bise
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 ...
by adam_bise
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.
by adam_bise
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
by adam_bise
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.
by adam_bise
Fri Mar 21, 2025 3:02 pm
Forum: Releases
Topic: Version 2.0.42
Replies: 3
Views: 6522

Re: Version 2.0.42

FactorioBot wrote: Wed Mar 19, 2025 7:19 pm [*]Fixed that fusion generators were highly sensitive to entity update order. (122346)
Yay! This will fill some gaps from workaround layouts.
by adam_bise
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 ...
by adam_bise
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 ...
by adam_bise
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?
by adam_bise
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.
by adam_bise
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 ...
by adam_bise
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!
by adam_bise
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?
by adam_bise
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 ...
by adam_bise
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 ...
by adam_bise
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 ...
by adam_bise
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 ...
by adam_bise
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.

Go to advanced search