Search found 10 matches
- Fri Jan 05, 2024 3:56 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 131
- Views: 22900
Re: Friday Facts #392 - Parametrised blueprints
Amazing! So many opportunities to expand on it, just imagine the possibilities! A: Define specific sub-items to choose from, depending on what is selected as the top item. Equip blueprints with their own elaborate forms to fill out before placing. You could define whole trees and sub-trees full of p...
- Fri Nov 10, 2023 3:49 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 325
- Views: 41654
Re: Friday Facts #384 - Combinators 2.0
This is nice and all... but does this FINALLY give us a way to 'sanitize' our inputs? Specific case: I was working on making a station using LTN that would allow me to load multiple types of cargo. The problem is that LTN's station, alongside expected cargo, also dump out a whole bunch of other dat...
- Fri Sep 22, 2023 8:18 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 47813
Re: Friday Facts #377 - New new rails
Love it!
Idea: When two railway tracks are offset by 2 tiles, side by side without gab; display a different railway sprite that shows both tracks being ontop the same track ballast / trackbed.
Idea: When two railway tracks are offset by 2 tiles, side by side without gab; display a different railway sprite that shows both tracks being ontop the same track ballast / trackbed.
- Fri Sep 15, 2023 2:40 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 53155
Re: Friday Facts #376 - Research and Technology
THis is great and here is an idea for a technology trigger. Put items into lab like research packs, blindly do research with them (using them up), and unlock new branches of the technology tree. Especially with new resources this could be great. Eg. 50 uranium ore inside the research lab, research w...
- Fri Sep 08, 2023 10:12 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 798
- Views: 120550
Re: Friday Facts #375 - Quality
Honestly this is better than productivity modules + beacons everywhere. Speed modules decrease quality for speed, quality modules decrease speed for quality. Both increase power consumption, efficiency modules decrease speed for power saving. Honestly get rid of beacons, get rid of productivity modu...
- Fri Sep 08, 2023 6:16 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 798
- Views: 120550
Re: Friday Facts #375 - Quality
I disliked it at first, but now I'm warming up to the idea. Obviously it needs better sounding names and be less unpredictable. I think this is already a better tiered productivity system than modules if it is a bit toned down on the effects. At least it's better than productivity modules, which are...
- Sat Jul 20, 2019 8:35 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 203554
Re: Friday Facts #304 - Small bugs; Big changes
Also unhappy with Oil changes. But I don't agree with Heavy Oil + Cracking from the start either! If they exactly and precisely want to help pure beginners, just add even simpler processing recipes for refinery on its first research: 1 Input β any 1 Output. Just break up Basic Oil Processing! Recipe...
- Wed Jun 26, 2019 2:14 pm
- Forum: Mods
- Topic: [MOD 0.16.x] HardCrafting 0.6.1
- Replies: 55
- Views: 31427
Re: [MOD 0.16.x] HardCrafting 0.6.1
Seems to work so far. I loaded up an old 0.16 save with HC + tons of other mods, hundreds of hours in; no problems anymore. However I had one strange startup error with HC (game traced it back to the 'data-final-fixes.lua' file), but only once and I can't replicate it anymore. I then deactivated all...
- Wed Jun 26, 2019 11:22 am
- Forum: Mods
- Topic: [MOD 0.16.x] HardCrafting 0.6.1
- Replies: 55
- Views: 31427
Re: [MOD 0.16.x] HardCrafting 0.6.1
Well, dang it.
That one download was me and I can confirm problems with autoplace. If we could only get around this last obstacle we'd have Hardcrafting working again on 0.17. Sadly I have no experience with Factorio modding.
That one download was me and I can confirm problems with autoplace. If we could only get around this last obstacle we'd have Hardcrafting working again on 0.17. Sadly I have no experience with Factorio modding.
- Sun Mar 31, 2019 10:04 pm
- Forum: Mods
- Topic: [MOD 0.16.x] HardCrafting 0.6.1
- Replies: 55
- Views: 31427
Re: [MOD 0.16.x] HardCrafting 0.6.1
I would love a 0.17 version.
I can't start a real game without this anymore - I need it. Please be so kind!
I can't start a real game without this anymore - I need it. Please be so kind!