Search found 27 matches
- Tue Sep 13, 2022 3:19 pm
- Forum: News
- Topic: Factorio is coming to Nintendo Switch™
- Replies: 83
- Views: 40337
Re: Factorio is coming to Nintendo Switch™
Why no mod support? I’m guessing it’s either: 1) Lack of CPU power and/or RAM 2) Trouble porting the Lua library, since it uses JIT, and the Switch won’t let unsigned code be marked as executable. Also, not using JIT would make 1 even worse, as well as fragmenting the codebase 3) Issues with communi...
- Sat May 21, 2022 8:13 am
- Forum: Ideas and Suggestions
- Topic: Way to catch up with server faster
- Replies: 2
- Views: 1050
- Sat May 21, 2022 12:39 am
- Forum: Ideas and Suggestions
- Topic: Way to catch up with server faster
- Replies: 2
- Views: 1050
Way to catch up with server faster
I want a faster way to "catch up" with the server, when playing on a small server When playing a very large modpack and running the headless server, the client will often catch up with the server very slowly. This is because the client and server are both almost UPS capped, especially whe...
- Mon Apr 06, 2020 9:24 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009235
- Thu Mar 26, 2020 10:05 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009235
- Thu Mar 19, 2020 7:35 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009235
Re: [0.18] Sea Block Pack 0.4.4
I like Seablock, but I really miss the enemies. Is there a reasonable way to play Seablock on a normal map that just has no ores, but has normal enemies? (And probably a large starting area to exclude enemy spawns that are too close)
- Wed Oct 10, 2018 8:51 pm
- Forum: Ideas and Suggestions
- Topic: Quick single item blueprint from crafting menu
- Replies: 1
- Views: 1638
Quick single item blueprint from crafting menu
TL;DR Quick single item blueprint from crafting menu What ? When middle-clicking on an item in your crafting menu, bring up a ghost of the item you can then place. For example, if you want to place a roboport, and you don't have any in your inventory, you can select the item in your crafting menu (...
- Thu Feb 15, 2018 9:35 pm
- Forum: Releases
- Topic: Version 0.16.24
- Replies: 106
- Views: 54436
Re: Version 0.16.24
Not for macOS and Linux. I haven’t asked the developers, but I would guess that they wanted the same solution on all three platforms, rather than implementing an entirely different solution on windows.henke37 wrote:I take it that just using Windows error reporting wasn't an option?
- Fri Jul 01, 2016 4:05 pm
- Forum: Modding help
- Topic: Recipe can only be crafted in assembly machines
- Replies: 6
- Views: 1766
Re: Recipe can only be crafted in assembly machines
I'm having a hard time finding out how to force technologies to be researched. I've added pre-req techs to some existing technologies, and how I thought it should be done isn't working. What do you mean when you say it "isn't working"? Are you saying: *) You want alien-bioconstruct to req...
- Thu Jun 30, 2016 4:42 pm
- Forum: Modding help
- Topic: How to check for other mods in 0.13+?
- Replies: 8
- Views: 2196
Re: How to check for other mods in 0.13+?
You'll have to check to see if one if its entities exist (make it an optional dependency). That was the old way atleast, IIRC, so I assume it'll still work I think you also need a soft dependency on that other mod, to make sure it loads before yours. Then you can just look to see if the thing you w...
- Thu Jun 30, 2016 4:23 pm
- Forum: Modding help
- Topic: Retrogening ores (migration script help)
- Replies: 0
- Views: 773
Retrogening ores (migration script help)
I'm rather confused about how migration scripts work, and was hoping for some advice. I am trying to update the mod RO (Resource Expansion) to 0.13.0. The mod is very simple. As you get farther from the starting point, it multiplies all patches of ore by a multiplier that increases as you get furthe...
- Wed Jun 29, 2016 5:03 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 56750
Re: [MOD 0.12.x] Finite Water
Greetings! First off - This is great mod in my opinion. But I have serious issues and performance drops because of Finite water. Let me explain. First issue appears sometimes when I am trying to remove pump from dry land - game crashes. Unfortunalely there is nothing I can send and show here. Secon...
- Fri Jun 24, 2016 3:07 pm
- Forum: General discussion
- Topic: Possability of a GOG release?
- Replies: 16
- Views: 7930
Re: Possability of a GOG release?
business costs certainly, not something unlikely to happen. I'm not sure what you're saying. Are you agreeing that GOG would probably charge Wube Software for keys? Or are you saying that it might cost money, but that Wube Software should provide keys for GOG anyway? I think providing keys is nice,...
- Thu Jun 23, 2016 3:15 pm
- Forum: General discussion
- Topic: Possability of a GOG release?
- Replies: 16
- Views: 7930
Re: Possability of a GOG release?
Keys do cost developers money after all. actually, this is one of the biggest beauties of Digital Products - it's technically worth nothing at all. the Key itself, is technically worthless. Companies which for example, give Keys to Youtubers or whatnot for publicity - are literally getting free Adv...
- Fri Jun 17, 2016 4:41 pm
- Forum: News
- Topic: Friday Facts #143 - Nat Punching Again
- Replies: 114
- Views: 49376
Re: Friday Facts #143 - Nat Punching Again
Glad to see hole-punching is working. I use manual port-forwarding, but it's nice to know it'll work for more people. Is it possible for a client to download a missing mod from the server, (or if not that, then an HTTP/HTTPS URL in the mod's info file)? I'm hoping that multiplayer's mod-syncing will...
- Wed Jun 15, 2016 2:12 am
- Forum: General discussion
- Topic: Oil Mod for more Oil
- Replies: 12
- Views: 8138
Re: Oil Mod for more Oil
Do you guys know any Mod which can solve my oil problem? It's not mods, but here's some general advice I have for oil (Assuming default map gen): *) Never abandon an oil well. 0.1/s is still better than nothing *) Don't underestimate the value of the "small pump". If you use them properly...
- Thu Jun 02, 2016 6:52 pm
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 61770
Re: Friday Facts #140 - Soon
Factorio bugs are usually very specific and multiplayer or mod related. Considering very big chunk of update work was dedicated to multiplayer - I believe MP will have much less bugs. I hope you're right, but historically, Factorio's tende to have a lot of crash bugs fixed soon after release: https...
- Wed May 25, 2016 6:57 pm
- Forum: News
- Topic: Friday Facts #139 - Wrapping up multiplayer
- Replies: 74
- Views: 38220
Re: Friday Facts #139 - Wrapping up multiplayer
Multiplayer feature requests: *) If mods are not on the mod portal, download them from the server (or maybe the mod has a http url where it can be downloaded from in the main info file) *) As someone else mentioned, please add a way to see which clients are slowing down the server (when the server i...
- Sun Mar 13, 2016 8:32 pm
- Forum: Ideas and Suggestions
- Topic: Concept: Rework of the Logistic Chests (Unified Logistic Chests)
- Replies: 22
- Views: 9498
Re: Concept: Rework of the Logistic Chests
So after reading through various other threads on Logistic Chest suggestions I propose the following concept on how to vastly improve on the abilities of the Logistics network, while only having 3 chests (yeah I would get rid of one). Basically my concept achieves following: https://forums.factorio...
- Sun Mar 13, 2016 8:28 pm
- Forum: Ideas and Suggestions
- Topic: Two new logistics chests
- Replies: 11
- Views: 4157
Re: Two new logistics chests
I never actually found myself missing it until after I started playing Bob's mods. It might be because Bob has a lot of stuff that are bi-products of a reaction that you keep around because you'll need them later.xale wrote:However I've never missed the first type of chest( The passive requester)