Search found 13 matches
- Sat Nov 16, 2024 12:13 pm
- Forum: Gameplay Help
- Topic: Problems with space platform logistics
- Replies: 5
- Views: 2001
Re: Problems with space platform logistics
I mean, it could still start delivering the requested items to the rocket, even if the rocket will only launch once it's full
- Sat Nov 16, 2024 11:40 am
- Forum: Gameplay Help
- Topic: Problems with space platform logistics
- Replies: 5
- Views: 2001
Re: Problems with space platform logistics
Ah, so logistic requests only work when the planet has at least the requested number of items? That's different from how normal logistics work, but now it makes sense. Thank you!
- Sat Nov 16, 2024 10:59 am
- Forum: Gameplay Help
- Topic: Problems with space platform logistics
- Replies: 5
- Views: 2001
Problems with space platform logistics
I'm trying to figure out how logistic requests should work with the space platform.
On the platform I'm requesting some foundations. It says "Not enough to fill one rocket":
11-16-2024, 11-56-18.png
(By the way, I have no idea where the request for metallic asteroid chunks is coming from)
The ...
On the platform I'm requesting some foundations. It says "Not enough to fill one rocket":
11-16-2024, 11-56-18.png
(By the way, I have no idea where the request for metallic asteroid chunks is coming from)
The ...
- Sun Nov 13, 2022 4:09 pm
- Forum: PyMods
- Topic: How to defend the base with no lead around?
- Replies: 6
- Views: 2994
Re: How to defend the base with no lead around?
Thank you!
It's a bit of a pity. I think defending against biters adds an extra pressure, making the game more fun.
In case anyone wants to play a game with biters, I found a map where you start on an island with lead and quartz. It uses Resource Spawner Overhaul with default settings ...
It's a bit of a pity. I think defending against biters adds an extra pressure, making the game more fun.
In case anyone wants to play a game with biters, I found a map where you start on an island with lead and quartz. It uses Resource Spawner Overhaul with default settings ...
- Sun Nov 13, 2022 8:10 am
- Forum: PyMods
- Topic: How to defend the base with no lead around?
- Replies: 6
- Views: 2994
How to defend the base with no lead around?
I'm just starting with Py mods and I'm trying to figure out how to automate the defense of my base.
From what I could find, there's no way to automatically produce magazines without lead, there are no alternative weapons available in the early game, and there is no easy way to produce lead if you ...
From what I could find, there's no way to automatically produce magazines without lead, there are no alternative weapons available in the early game, and there is no easy way to produce lead if you ...
- Sun Feb 09, 2020 11:04 pm
- Forum: Ideas and Suggestions
- Topic: Post-game wishlist
- Replies: 6
- Views: 2409
Post-game wishlist
I've just finished the longest vanilla run that I've ever done. I've built a 300 SPM factory, launched >150 rockets and finally got Mass production 3. What a journey it was!
Along the way I bumped into a few annoyances and things that could be improved. Some of them are probably known. If so, I'm ...
Along the way I bumped into a few annoyances and things that could be improved. Some of them are probably known. If so, I'm ...
- Sun Jan 26, 2020 1:00 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 80388
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Yes: https://forums.factorio.com/viewtopic.php?p=472490#p472490. Also the license under which he released the mod doesn't allow publishing derivative work.
You are stuck with the broken version and can just remember how cool it was while it teases you.
Or everyone who uses the mod has to ...
- Fri Jan 24, 2020 10:16 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 80388
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Now that 0.18 is out (in beta), I wonder what will happen to Industrial Revolution mod? It's no longer compatible with the latest version of Factorio, and the author apparently doesn't want to support it or release it for other potential maintainers. It's really sad, since IR is the highest ...
- Fri Jan 24, 2020 8:45 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 80388
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Now that 0.18 is out (in beta), I wonder what will happen to Industrial Revolution mod? It's no longer compatible with the latest version of Factorio, and the author apparently doesn't want to support it or release it for other potential maintainers. It's really sad, since IR is the highest-quality ...
- Fri Aug 02, 2019 6:07 pm
- Forum: Duplicates
- Topic: [0.17.61] Crash during startup: FluidEnergySourcePrototype::checkFluidBoxOverlap
- Replies: 4
- Views: 2925
[0.17.61] Crash during startup: FluidEnergySourcePrototype::checkFluidBoxOverlap
Dump in attachment.
0.000 2019-08-02 20:04:53; Factorio 0.17.61 (build 46665, win64, steam)
0.000 Operating system: Windows 10 (version 1809)
0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.001 Read data path: C:/Program Files (x86 ...
0.000 2019-08-02 20:04:53; Factorio 0.17.61 (build 46665, win64, steam)
0.000 Operating system: Windows 10 (version 1809)
0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.001 Read data path: C:/Program Files (x86 ...
- Sat Jun 08, 2019 5:09 pm
- Forum: Modding help
- Topic: Entity collision box
- Replies: 5
- Views: 1766
Re: Entity collision box
Bilka, looks like you are right. I was confused and thought and collision and bounding box are two different things. Now I checked again with a few entities, and it looks like bounding_box is just collision_box from prototype plus position. Thanks.That's what entity.bounding_box does for you.
- Sat Jun 08, 2019 4:18 pm
- Forum: Modding help
- Topic: Entity collision box
- Replies: 5
- Views: 1766
Entity collision box
I am trying to figure out a general way to find the collision box for an entity on the map. Every entity has entity.bounding_box, but this is not the same as the collision box. For entities that are not rotated it looks like you can find the collision box by taking entity.prototype.collision_box and ...
- Tue Mar 05, 2019 7:53 am
- Forum: Ideas and Suggestions
- Topic: Treat ammo slots the same way as quickbar
- Replies: 0
- Views: 719
Treat ammo slots the same way as quickbar
Now that quickbar acts as a collection of shortcuts instead of inventory slots, it seems logical that the ammo slots should work the same way.
Pros:
- you will see the actual number of bullets left in your inventory,
- when you are loading a gun turrent from your ammo slot, it will not stay empty ...
Pros:
- you will see the actual number of bullets left in your inventory,
- when you are loading a gun turrent from your ammo slot, it will not stay empty ...