Search found 274 matches
- Mon Apr 11, 2022 5:55 pm
- Forum: Ideas and Suggestions
- Topic: Sim Factorio
- Replies: 3
- Views: 522
Sim Factorio
The idea that you crash land by yourself in an endless sea of biters can be somewhat.. limiting on expandability of story, and subsequently gameplay. I propose changing this to "some survivors" have crash landed. Although at first it could still just be the player. I realize Factorio is al...
- Mon Mar 07, 2022 1:02 am
- Forum: Ideas and Suggestions
- Topic: Increase longevity
- Replies: 3
- Views: 646
Re: Increase longevity
There are plenty of ways to make the game more interesting, with a little imagination. 1. Try diagonal factories 2. Try 4-way symmetrical factories 3. Try putting everything on a mega sushi belt 4. Try no belts, only direct insertion and trains 5. Try deathworld no walls 6. Try only coal fuel only s...
- Mon Feb 28, 2022 8:00 pm
- Forum: Ideas and Requests For Mods
- Topic: 3D via surfaces?
- Replies: 1
- Views: 580
3D via surfaces?
Just wondering if it were possible to make 3D systems, like a multi level warehouse using more surfaces. So an area is designated somehow as 3D and one or more extra surfaces are created the same size as the ground area. Would it be possible to "pass" items directly between these surfaces?...
- Thu Feb 24, 2022 9:35 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 3139
- Thu Feb 24, 2022 6:58 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 3139
Re: No Deconstruction Timeout
For me it was a situation where I have a 20 minute train ride between my mall and my new site. The blueprint for the site is large, and I don't even know how many biter nests I will need to clear until I place it on the map. Then I have to actually kill the biter nest, go back and gather up all of t...
- Wed Feb 16, 2022 2:10 pm
- Forum: Gameplay Help
- Topic: Bug? - Deconstruction Flag Removed
- Replies: 7
- Views: 1227
- Wed Feb 16, 2022 4:23 am
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 3139
- Tue Feb 15, 2022 11:02 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 3139
Re: No Deconstruction Timeout
Log doesn't say loading mod, but does load the others, then goes on to say "1.793 Checksum of no-decon-timeout: 0"
I must be missing something stupid simple.
Here is the mod.
I must be missing something stupid simple.
Here is the mod.
- Tue Feb 15, 2022 8:52 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 3139
Re: No Deconstruction Timeout
Thank you very much for all the help. This is what I tried, in migrations for _, force in pairs(game.forces) do force.deconstruction_time_to_live = 4000000000 end end Would that count as iterating through forces? But when I check in map editor, forces > edit properties, deconstruction-time-to-live s...
- Tue Feb 15, 2022 2:55 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 3139
Re: No Deconstruction Timeout
Thanks. In both cases I loaded the mod, created a new scenario in map editor, placed blueprint over trees, turn time to x64 and wait about 44 day cycles and the trees were unmarked and ghosts under them poofed. I also tried saving the scenario and reloading. It looked like migrations was maybe tied ...
- Tue Feb 15, 2022 1:23 am
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 3139
Re: No Deconstruction Timeout
Thank you but I tried that and I tried putting this in migrations, but neither worked. for _, player in pairs(game.connected_players) do player.force.deconstruction_time_to_live = 4294967295 end end The only way I tested was going to map editor and cranking up the speed and wait for about 44 days. T...
- Mon Feb 14, 2022 6:31 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 3139
No Deconstruction Timeout
Would like a mod or a push in the right direction to make one. All it would do is remove the timeout period for deconstruction marks. All I can find is this from the API docs under Class LuaForce deconstruction_time_to_live :: uint [Read/Write] The time, in ticks, before a deconstruction order is re...
- Mon Feb 14, 2022 4:23 pm
- Forum: Gameplay Help
- Topic: Bug? - Deconstruction Flag Removed
- Replies: 7
- Views: 1227
Re: Bug? - Deconstruction Flag Removed
Apparently, there is a timeout. 3 hours from what I can tell. https://forums.factorio.com/viewtopic.php?t=49459 Don't suppose anyone knows how to adjust this? Can be reproduced by going to map editor new scenario, uncheck instant decon and BP building, place a blueprint over trees, increase time to ...
- Mon Feb 14, 2022 5:03 am
- Forum: Gameplay Help
- Topic: Bug? - Deconstruction Flag Removed
- Replies: 7
- Views: 1227
Re: Bug? - Deconstruction Flag Removed
Yes, first thing I did was place the BP. It is very large, I placed on the map, right over trees, cliff, biter nests. Then I kill all of the biter nest. I did notice ghost were not placed under biter nests, so I replaced it again. Then I set fire to the trees, laid some track, power and roboports. W...
- Mon Feb 14, 2022 12:52 am
- Forum: Gameplay Help
- Topic: Power Switched Roboport
- Replies: 3
- Views: 736
Re: Power Switched Roboport
Gates are a possibility. They do have the same HP and resists as walls. My dilemma is that I switch off the entire outpost via https://forums.factorio.com/viewtopic.php?f=18&t=91430&p=521232&hilit=wake+on+flamethrower#p521232 If I use a roboport to count bots as the detector, then it wil...
- Mon Feb 14, 2022 12:26 am
- Forum: Gameplay Help
- Topic: Bug? - Deconstruction Flag Removed
- Replies: 7
- Views: 1227
Re: Bug? - Deconstruction Flag Removed
Funny thing is, the ones that were unmarked are the ones that were automatically marked by the blueprint.
Assuming this is time related. The other trees I later marked for decon explicitly. Are they going to be unmarked soon as well?
How can I increase or disable this limit?
Assuming this is time related. The other trees I later marked for decon explicitly. Are they going to be unmarked soon as well?
How can I increase or disable this limit?
- Mon Feb 14, 2022 12:23 am
- Forum: Gameplay Help
- Topic: Bug? - Deconstruction Flag Removed
- Replies: 7
- Views: 1227
Bug? - Deconstruction Flag Removed
I placed a large blueprint in a sea of tree, set the trees on fire, built a power station, built roboports and they started building the ghosts.
Then I notice that a great deal of trees are no longer marked for deconstruction.
Is there some sort of time limit for this?
Then I notice that a great deal of trees are no longer marked for deconstruction.
Is there some sort of time limit for this?
- Sun Feb 13, 2022 11:38 pm
- Forum: Gameplay Help
- Topic: Power Switched Roboport
- Replies: 3
- Views: 736
Power Switched Roboport
Hello. I am looking for ways to detect ghost and damaged entities for the purpose of power switching on a roboport.
The detection method should not include another roboport.
Any idea?
The detection method should not include another roboport.
Any idea?
- Sat Feb 12, 2022 6:06 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 1K+ SPM from raw material Megabase Construction Set (tilable and extendable) + bonus 135 SPM for early game (no mods)
- Replies: 7
- Views: 4442
Re: 1K+ SPM from raw material Megabase Construction Set (tilable and extendable) + bonus 135 SPM for early game (no mods
Looks amazing! I would like to try it out. Just curious why you decided to not integrate roboports?
- Fri Feb 11, 2022 3:43 am
- Forum: Combinator Creations
- Topic: Kovarex enrichment process (fully beaconed, tileable, only requires U-238 to work after first cycle)
- Replies: 5
- Views: 2831
Re: Kovarex enrichment process (fully beaconed, tileable, only requires U-238 to work)
Hmm, this one doesn't need to be manually primed and is 25 tiles smaller. Not quite as fast. I think your middle stack inserter was mistakenly set to 1 stack size override. 3.png 0eNqlmO2SqjAMhu+lv2GHFhDwVs44O6hZt7PQMqXs6Djc+wniQQ9UoeWX8pWnSd4khSvZFw1UigtNtlfCD1LUZPvnSmp+EnnRndOXCsiWcA0l8YjIy+6oUbng...