Search found 31 matches
- Sat Oct 18, 2025 9:43 pm
- Forum: Ideas and Suggestions
- Topic: Palletization - A Way to Make Trains Relevant in the Late Game
- Replies: 14
- Views: 663
Re: Palletization - A Way to Make Trains Relevant in the Late Game
As a Logistics comparison, remember that Barrels exist in Vanilla, and they SUCK! They existed before Fluid Wagons to enable Train movement of Fluids, and were simply never removed... they are still necessary to move Fluids through Space (eg, Fluoroketone). I do not see how item-based Pallets ...
- Sat Oct 18, 2025 2:49 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The EcoLab, research block with cursed 125% yield
- Replies: 2
- Views: 685
Re: The EcoLab, research block with cursed 125% yield
Wouldn't this be 1 + 0.25 + 0.0625 + 0.0151425 +... Yield? Sum_n=0^inf(1/(2n)Β²)
As the 0.25 recycled yield is recycled infinite numbers of times..
As the 0.25 recycled yield is recycled infinite numbers of times..
- Sat Oct 18, 2025 2:36 pm
- Forum: Ideas and Suggestions
- Topic: Palletization - A Way to Make Trains Relevant in the Late Game
- Replies: 14
- Views: 663
Re: Palletization - A Way to Make Trains Relevant in the Late Game
I feel like enabling quality for storage size of wagons may be more effective and fun. (Is there a mod for that?) And maybe a tier 2 wagon. (Some planet mod has one, but it's only 25% better)
The advantage of trains, to me, are that they carry goods dynamically. You do not need to hardwire your ...
The advantage of trains, to me, are that they carry goods dynamically. You do not need to hardwire your ...
- Sat Oct 18, 2025 2:30 pm
- Forum: Ideas and Suggestions
- Topic: Turret's target priority, do not fire at
- Replies: 2
- Views: 138
Turret's target priority, do not fire at
I am currently playing a game with the castra mod, where you want to not kill spawners, but the enemies that come out of them. Hence I would love an option to ignore a certain target. Currently this already works by creating a priority list with all valid targets except the spawner. And enabling ...
- Tue Oct 31, 2023 11:00 am
- Forum: Technical Help
- Topic: Black Screen on focus loss due to HDR
- Replies: 0
- Views: 514
Black Screen on focus loss due to HDR
When I alt tab my display turns black for ~3 seconds. This appears to be related to HDR being turned on.
Is there a way to force factorio to stay active on my main display while interacting with my secondary display(s) in order to not get flashbanged by the primary display changing?
This may be more ...
Is there a way to force factorio to stay active on my main display while interacting with my secondary display(s) in order to not get flashbanged by the primary display changing?
This may be more ...
- Mon Apr 29, 2019 8:53 pm
- Forum: Won't fix.
- Topic: [0.17.34] Cliffs Opaqueness&Display
- Replies: 1
- Views: 1212
[0.17.34] Cliffs Opaqueness&Display
This is a purely graphical glitch.
Due to the way cliffs are implemented as opaque, wierd trees i get some display issues, which are mildly irritating at worst. A brief list:
- boulders lie on running conveyors. They are actually see through so even their surface joins with the conveyor. Same goes ...
Due to the way cliffs are implemented as opaque, wierd trees i get some display issues, which are mildly irritating at worst. A brief list:
- boulders lie on running conveyors. They are actually see through so even their surface joins with the conveyor. Same goes ...
- Sat Apr 27, 2019 10:34 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 204449
Re: [0.17] Please post bugs and balance issues here.
Not all Stationairy worms are updated to the new fireing mode, leading to a deadly mix of enemies. (bobs enemies mod)
- Wed Aug 29, 2018 10:04 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3800
- Views: 2054083
Re: Development and Discussion
Hi,
Marathon Mode seems broken (currently) it is impossible to use the copper from coil machine without flooding everything with copper ore since everything you craft consumes way less copper ore than iron ore. I would suggest halving the wire output of that recipe (and maybe buff wires in ...
Marathon Mode seems broken (currently) it is impossible to use the copper from coil machine without flooding everything with copper ore since everything you craft consumes way less copper ore than iron ore. I would suggest halving the wire output of that recipe (and maybe buff wires in ...
- Sun Sep 03, 2017 10:55 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3800
- Views: 2054083
Re: Development and Discussion
Why do the gases gain in volume when you crack them? It should be 1 to 1 or 1 to <1, As the amount of molecules doesn't change. (1 Mol of atoms of a gas always has the same volume if you change the type of gas.)
- Mon May 29, 2017 5:14 pm
- Forum: Modding help
- Topic: Map Generator
- Replies: 5
- Views: 2713
Re: Map Generator
The respawn gets you to a land tile
- Mon May 29, 2017 3:36 pm
- Forum: Modding help
- Topic: Map Generator
- Replies: 5
- Views: 2713
Re: Map Generator
Is it possible for you to provide an option that reverses the comperator in the water filling step? (As far as i know it's a if perlin > threshold and i'd want a if perlin < threshold so water/land masses get inverted.)
- Mon May 29, 2017 2:39 pm
- Forum: Modding help
- Topic: Map Generator
- Replies: 5
- Views: 2713
Map Generator
Where can i find the actual map generator that fills all tiles? can't seem to find it in a lua right now.
(I'd like to invert the water placement so that you get a map of island instead a sea filled landscape)
(I'd like to invert the water placement so that you get a map of island instead a sea filled landscape)
- Mon May 29, 2017 11:51 am
- Forum: Resource Spawner Overhaul
- Topic: Island Maps
- Replies: 7
- Views: 6143
Re: Island Maps
I just found the factorio api ... working on a mod
- Mon May 29, 2017 11:45 am
- Forum: Resource Spawner Overhaul
- Topic: Island Maps
- Replies: 7
- Views: 6143
Re: Island Maps
Do you know weather i can look at the c++ code / weather the land generation is even modable?
Or how i can write a method that get's called before your resource generation?
Or how i can write a method that get's called before your resource generation?
- Mon May 29, 2017 11:18 am
- Forum: Resource Spawner Overhaul
- Topic: Island Maps
- Replies: 7
- Views: 6143
Re: Island Maps
Orzek can you tell me how the map generation works? (Or shorter: the resources are sprinkled ontop of the landmasses after they generated right? You could just invert the sign in the water generation step and get an inverse map. (at the point at which if perlin>threshold))
I tried reading your code ...
I tried reading your code ...
- Sun May 28, 2017 10:16 pm
- Forum: Resource Spawner Overhaul
- Topic: Island Maps
- Replies: 7
- Views: 6143
Island Maps
Hi,
I'd love the idea of having a map generator feature that inverts land and water on each tile so you can play a map consisting of Islands. (Or is there a easier way with current mods)
EDIT: Encountered a probable bug: The spawn may not be on land and should be filled with a sphere or sth ...
I'd love the idea of having a map generator feature that inverts land and water on each tile so you can play a map consisting of Islands. (Or is there a easier way with current mods)
EDIT: Encountered a probable bug: The spawn may not be on land and should be filled with a sphere or sth ...
- Wed May 17, 2017 9:55 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3900
- Views: 1877252
Re: Bugs & FAQ
the crushed stone CaCl_2 produces 30 instead of 3 units according to the tooltip
- Fri May 05, 2017 10:29 am
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 198761
Re: Bugs and problems
2 Things: 5Dim Resources is called Rersources
on load of the modportal version 5dim_automization gets disabled because:
file not found __base__/graphics/entity/oil-refinery/hr-oil-refinery-fire.png
on load of the modportal version 5dim_automization gets disabled because:
file not found __base__/graphics/entity/oil-refinery/hr-oil-refinery-fire.png
- Wed Apr 26, 2017 5:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.2] Blueprint bug
- Replies: 2
- Views: 1436
[0.15.2] Blueprint bug
Hi,
Factorio crashes when i open (take into my cursor) a blueprint in the blueprintbook which references objects which belong to a removed mod.
WORKAROUND: rightclick the blueprint and delete it's contents.
Factorio crashes when i open (take into my cursor) a blueprint in the blueprintbook which references objects which belong to a removed mod.
WORKAROUND: rightclick the blueprint and delete it's contents.
- Sun Apr 23, 2017 4:35 pm
- Forum: Not a bug
- Topic: Robots idling
- Replies: 4
- Views: 2212
Re: Robots idling
more like noob ... Dumb dumb newbie with hundreds to thousands of hours
also thanks
also thanks