Search found 632 matches

by Xorimuth
Wed Jul 24, 2024 1:42 pm
Forum: Modding discussion
Topic: A mod with NPC ?
Replies: 5
Views: 187

Re: A mod with NPC ?

Not exactly what you are looking for, but here's a few ideas:

https://mods.factorio.com/mod/Companion_Drones
https://mods.factorio.com/mod/sosciencity - no actual things walking around as far as I'm aware
https://mods.factorio.com/mod/warptorio2_expansion - has a robot companion
by Xorimuth
Sun Jun 30, 2024 9:38 am
Forum: Ideas and Suggestions
Topic: Spidetron screen follow
Replies: 2
Views: 192

Re: Spidetron screen follow

My Spidertron Enhancements mod has this: press Shift+M while holding a remote and it will open the map on the spidertron, following it as it moves.
by Xorimuth
Fri Jun 14, 2024 12:23 pm
Forum: Implemented Suggestions
Topic: Quality of items in Factorio 2.0
Replies: 15
Views: 1413

Re: Quality of items in Factorio 2.0

In addition to what Koub said, Quality will be its own mod, so you won't even be able to have quality modules if you disable it. Quality is a required dependency for Space Age. But if you never research it, you will never see it in your game. Even if you do research it, you will never see quality i...
by Xorimuth
Fri May 24, 2024 12:25 pm
Forum: Mod portal Discussion
Topic: Improving the Mod Portal Search
Replies: 38
Views: 6175

Re: Improving the Mod Portal Search

I like that the search bar on the recently updated page now finally sorts by recently updated. One of my use cases is to see mods that modify a specific mod and if they recently updated. Now I can just search for the mod name and find that. Interesting. Whilst I like that the home page is "Rec...
by Xorimuth
Sat May 18, 2024 3:04 pm
Forum: Not a bug
Topic: Unable to delete items from Quickbar using mouse shortcut.
Replies: 10
Views: 844

Re: Unable to delete items from Quickbar using mouse shortcut.

I also am unable to find a shortcut in the Settings menu that relates to the Quickbar shortcut deletion. If you know of it please post a screenshot of it circled. It is called "Toggle filter". If you hover over a filled quickbar slot, it will say "Middle-click to clear shortcut"...
by Xorimuth
Sun May 05, 2024 12:22 am
Forum: Modding help
Topic: Vetoing the pipette tool
Replies: 5
Views: 470

Re: Vetoing the pipette tool

Why do your secondary entities have associated items at all? Surely you should just be creating the entity and not the item?
by Xorimuth
Sat May 04, 2024 9:31 am
Forum: Mod portal Discussion
Topic: Improving the Mod Portal Search
Replies: 38
Views: 6175

Re: Improving the Mod Portal Search

Is Recently Updated supposed to be the default sort order? I found myself having to go through multiple pages to find anything somewhat relevant to my search before I noticed it was sorting by Recently Updated. Agreed. I like the front page default view being “Recently updated” but every single tim...
by Xorimuth
Sat Apr 20, 2024 10:08 am
Forum: Implemented in 2.0
Topic: Remote editing of entity settings on logistic building area
Replies: 3
Views: 359

Re: Remote editing of entity settings on logistic building area

For the time being, check out Remote Configuration mod :)
by Xorimuth
Wed Apr 17, 2024 9:51 am
Forum: Won't implement
Topic: Roboport on_built_entity
Replies: 4
Views: 1023

Re: Roboport on_built_entity

BubstyBoy wrote:
Tue Apr 16, 2024 7:02 pm
If this event existed, I would use it for a mod I would like to make that gives construction bots personal shields/weapons.
I think you can get basically the same thing using a created_effect script trigger.
by Xorimuth
Fri Nov 17, 2023 4:48 pm
Forum: News
Topic: Friday Facts #385 - Asteroid Collector
Replies: 57
Views: 15426

Re: Friday Facts #385 - Asteroid Collector

I'm getting a little concerned given nothing has even been alluded towards grazing anything content related towards enemy forces, whuch is a core, non-superfluous part of the game. I'm very curious as to what or when there'll at least be even a smidgen or dripdrop of anything related towards effort...
by Xorimuth
Wed Nov 15, 2023 11:58 pm
Forum: Duplicates
Topic: Cannot select text on "Error loading mods" window
Replies: 3
Views: 577

Re: Cannot select text on "Error loading mods" window

Illiander42 wrote:
Wed Nov 15, 2023 11:40 pm
Then this is a regression.

Because it's not working anymore.
It has only been fixed in 2.0
by Xorimuth
Sat Nov 11, 2023 4:36 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 329
Views: 56326

Re: Friday Facts #384 - Combinators 2.0

I spend more time in game waiting for science packs to be done than anything else, especially when waiting for Blue science packs to be done, so having robots do all the work for me would turn Factorio into an idle game. If I wanted that, I could just go to the main menu and watch the simulations a...
by Xorimuth
Fri Nov 03, 2023 11:48 am
Forum: This Forum
Topic: Can we request 'Not a bug' topics be reconsidered
Replies: 4
Views: 2009

Re: Can we request 'Not a bug' topics be reconsidered

Hi, Is there a way for us to request topics that have been moved to 'Not a bug' be reconsidered. I've run into some odd behavior while playing the 'Freight Forwarding' mod and ended up at the https://forums.factorio.com/viewtopic.php?f=23&t=101436 post. There has been a lot of additional inform...
by Xorimuth
Mon Oct 30, 2023 10:51 am
Forum: Technical Help
Topic: Worm Pipes Mod Working on PC, but not Steam Deck
Replies: 5
Views: 884

Re: Worm Pipes Mod Working on PC, but not Steam Deck

Could be that it only works in high res sprites or something
by Xorimuth
Sun Oct 22, 2023 2:40 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 49471

Re: Friday Facts #381 - Space Platforms

Please tell me, will this all be in version 2.0 or in some kind of extension? And what is the approximate release date? Please read https://factorio.com/blog/post/fff-367 and https://factorio.com/blog/post/fff-373 Tldr: this will be in the Space Age expansion, releasing in around a year’s time, whi...
by Xorimuth
Thu Oct 19, 2023 11:05 am
Forum: Gameplay Help
Topic: Intermediate recipes order and "total raw" resources in the tooltip
Replies: 5
Views: 963

Re: Intermediate recipes order and "total raw" resources in the tooltip

2 different recipes, so there’ll be 2 different recipes in manual crafting too. Whichever one you click on will be the one used. No, it's a question about multiple recipes for _intermediate_ ingredients. That is, you will only have one recipe for the final product, and how it selects the intermedia...
by Xorimuth
Tue Oct 17, 2023 9:18 pm
Forum: Gameplay Help
Topic: Intermediate recipes order and "total raw" resources in the tooltip
Replies: 5
Views: 963

Re: Intermediate recipes order and "total raw" resources in the tooltip

- I build a some custom big chest. It can be created from the iron chest or the wood chest (two different recipes). — it's a new modded chest. - So, if I click "create 1 big chest" in manual crafting - which recipe will be selected (if I have both resources: wood and iron plates)? 2 diffe...
by Xorimuth
Mon Oct 16, 2023 8:30 am
Forum: Modding help
Topic: SOLVED: Unable to access custom noise at runtime
Replies: 3
Views: 555

Re: Unable to access custom noise at runtime

surface.map_gen_settings.property_expression_names["fertility"]="fertility" This won’t work. You have to do this instead: local map_gen_settings = surface.map_gen_settings map_gen_settings.property_expression_names["fertility"]="fertility" surface.map_gen_set...
by Xorimuth
Wed Oct 11, 2023 12:06 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 227
Views: 58888

Re: Friday Facts #377 - New new rails

GTexperience wrote:
Mon Oct 09, 2023 11:58 pm
Will u be able to connect the new rail system to the old one? Or should I start replacing the old one with the new one as soon as I update?
I think you can connect on straights, but not curves/diagonals.
by Xorimuth
Tue Oct 10, 2023 10:45 am
Forum: Won't fix.
Topic: [1.1.91] Train air resistance is calculated incorrectly
Replies: 3
Views: 974

Re: [1.1.91] Train air resistance is calculated incorrectly

In lieu, is there any chance of getting a Lua event to modify train speed when accelerating/decelerating? I think looping over locomotives in an on_tick event handler and assigning LuaTrain.speed might work, but I'd need to reimplement each LuaTrain.state value. This mod already loops over all loco...

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