Search found 16 matches

by PsyhoBelka
Tue Jun 30, 2026 10:01 pm
Forum: Ideas and Suggestions
Topic: spoil API extend
Replies: 0
Views: 42

spoil API extend

TL;DR
reshape https://lua-api.factorio.com/stable/classes/LuaItemPrototype.html#spoil_result into Array of items.
(https://lua-api.factorio.com/stable/prototypes/ItemPrototype.html#spoil_result also?)

What?
make https://lua-api.factorio.com/stable/classes/LuaItemPrototype.html#spoil_result to be an ...
by PsyhoBelka
Tue Jun 30, 2026 9:51 pm
Forum: Balancing
Topic: A idea to handle gleba problem
Replies: 28
Views: 8975

Re: A idea to handle gleba problem


but what we get from Gleba?
Four times the throughput for most of your belts.

More than double your effective science per minute without having to make a single modification to your science pack production.

Better productivity modules.

Access to a greater variety of base resources in space ...
by PsyhoBelka
Tue Jun 30, 2026 8:21 pm
Forum: Balancing
Topic: A idea to handle gleba problem
Replies: 28
Views: 8975

Re: A idea to handle gleba problem

All the problems are just because people do not understand how the planet works.

i cant understand only one - why we didnt get any helper alternatives for Gleba lifecycle from Aquillo, like freezing tech??? it's like opening coca cola bottle and realise that it's not a cola - it's just a water in ...
by PsyhoBelka
Thu Jun 25, 2026 8:41 pm
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 383
Views: 44657

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

is it intended or it is a bug when you have a pump, which will fill-in the train fluid wagon, and if you place another pump in opposite direction - the first one will preserve her internal buffer with old fluid and will not accept the new one?

i tried to setup multi fluid station and faced with ...
by PsyhoBelka
Thu Feb 26, 2026 11:50 am
Forum: Ideas and Suggestions
Topic: Configure mods in save without reload the game
Replies: 4
Views: 894

Re: Configure mods in save without reload the game


I think you're missing something here. Just click "sync mods" and then pick the mods from that GUI that you want enabled/disabled and click confirm. It will be 1 restart and you then just load the save and play.


i'm not missing anything.
when you install\enable\disable mod (or change mod's ...
by PsyhoBelka
Wed Feb 25, 2026 8:04 pm
Forum: Ideas and Suggestions
Topic: Configure mods in save without reload the game
Replies: 4
Views: 894

Configure mods in save without reload the game

TL;DR
There is very annoying process to loading save, when you want to disable or enable old\new mod - you need to enable\disable mod, restart the game, sync mod with save, restart again and only after can play.

What?
Is it possible to add the way to modify mods and only after this restart game ...
by PsyhoBelka
Sat Sep 23, 2023 6:39 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 229
Views: 143622

Re: Friday Facts #377 - New new rails

YEAH!!!!! I love you guys!!!! There is the best rail system in comparison to each other rails-specific games ever! Thanks!!!!
by PsyhoBelka
Fri Jun 19, 2020 8:53 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 132085

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

there one perfect idea that maybe should implement for entire machines in game - place module icons which will show what modules inserted in machine!
by PsyhoBelka
Tue Dec 04, 2018 9:07 am
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 470
Views: 349721

Re: ModMyFactory - mod manager and more

Artentus wrote: Mon Dec 03, 2018 5:24 pm Um, yea well you shouldn't have to add a already added installation.
nope, it happens even if remove version and add them again

*added 11:12*

oh, i understand)) i try add factorio to the same folder from which it copies)
by PsyhoBelka
Mon Dec 03, 2018 5:11 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 470
Views: 349721

Re: ModMyFactory - mod manager and more


You need to place it in the installation directory of your managed installation. Where these are located depends on your settings, you can easily get there with "View -> Open Factorio folder". There you just need to identify the installation you want (if you only have one it's easy as it's just ...
by PsyhoBelka
Fri Nov 30, 2018 12:28 pm
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 30600

Re: [MOD 0.16] Ribbon Maze

Zaflis wrote: Fri Nov 30, 2018 10:08 am Please test 0.16.3.
working ;)
by PsyhoBelka
Fri Nov 30, 2018 10:41 am
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 470
Views: 349721

Re: ModMyFactory - mod manager and more

Artentus wrote: Fri Nov 30, 2018 9:56 am If you import your existing installation instead of deownloading a new one this data should be transfered automatically.
i used import, but mb something goes wrong... can you suggest, where this file should be for launcher?
by PsyhoBelka
Fri Nov 30, 2018 8:55 am
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 470
Views: 349721

Re: ModMyFactory - mod manager and more

how transfer blueprints' books from standalone installed game to that this mod launch? when i start game from original exe-file - i have many blueprints shared in game. but when use this launcher - no one blueprint exists. where they saved and how to transfer they?
by PsyhoBelka
Fri Nov 30, 2018 8:49 am
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 30600

Re: [MOD 0.16] Ribbon Maze

darkfrei wrote: Fri Nov 30, 2018 8:17 am
PsyhoBelka wrote: Fri Nov 30, 2018 7:59 am hi. try your mod and get errors
Безымянный.png
when turnoff VechileSnap mod everything is ok
Try without Ribbon Maze, it can be problem by VechileSnap.
yeah, separately they goes normal. wrote post in VechileSnap mod thread
by PsyhoBelka
Fri Nov 30, 2018 8:47 am
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 93
Views: 71843

Re: [MOD 0.16] VehicleSnap

hi. your mod can break game when use with Ribbon Maze viewtopic.php?p=388398#p388398
Безымянный.png
Безымянный.png (88.2 KiB) Viewed 12390 times
by PsyhoBelka
Fri Nov 30, 2018 7:59 am
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 30600

Re: [MOD 0.16] Ribbon Maze

hi. try your mod and get errors
Безымянный.png
Безымянный.png (88.2 KiB) Viewed 14649 times
when turnoff VechileSnap mod everything is ok

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