Search found 12 matches
- Wed Jan 01, 2025 3:47 am
- Forum: Modding interface requests
- Topic: Agricultural Tower output_inventory_slots has no effect
- Replies: 1
- Views: 321
Agricultural Tower output_inventory_slots has no effect
Changing output_inventory_slots of agricultural towers currently (2.0.28) has no effect ingame. I'm not sure if this counts as a bug, documentation issue or a feature request, but I tried adding a "planter tower" that couldn't harvest anything (to allow a separate tower to harvest plants planted by ...
- Wed Jan 01, 2025 3:37 am
- Forum: Won't implement
- Topic: [2.0]Add prototype-level rocket carry capacity
- Replies: 32
- Views: 3917
Re: [2.0]Add prototype-level rocket carry capacity
Not having to micromanage mixed cargos is a big part of the point of small rockets!
If you had rockets with 0.1 tons capacity, you could use these to fulfill all the small orders - instead of 50 inserters, you'd only send up 5 per rocket, so you'd have far less overhead - and it wouldn't feel bad ...
If you had rockets with 0.1 tons capacity, you could use these to fulfill all the small orders - instead of 50 inserters, you'd only send up 5 per rocket, so you'd have far less overhead - and it wouldn't feel bad ...
- Sat Dec 21, 2024 9:24 am
- Forum: Won't implement
- Topic: [2.0]Add prototype-level rocket carry capacity
- Replies: 32
- Views: 3917
Re: [2.0]Add prototype-level rocket carry capacity
A silo with cheaper/quicker to build rockets doesn't accomplish the same purposes as different capacities though.
Cheap small capacity rockets could be used to send up items that aren't needed in large quantities (eg. inserters and splitters for a space station), or even (with more complex modding ...
Cheap small capacity rockets could be used to send up items that aren't needed in large quantities (eg. inserters and splitters for a space station), or even (with more complex modding ...
- Sun Dec 08, 2024 1:30 am
- Forum: Won't implement
- Topic: [2.0]Add prototype-level rocket carry capacity
- Replies: 32
- Views: 3917
Re: [2.0]Add prototype-level rocket carry capacity
Otherwise, I guess it might be possible to implement a lua workaround without dev help by setting the "universal rocket capacity" to the lowest common multiple of all the different actual rocket capacities, and then using fake entities to implement an "loss ratio" - ie. if the heavy rocket has a ...
- Fri Dec 06, 2024 6:40 pm
- Forum: Won't implement
- Topic: [2.0]Add prototype-level rocket carry capacity
- Replies: 32
- Views: 3917
Re: [2.0]Add prototype-level rocket carry capacity
Per prototype values is not likely to ever happen. The entire system was built with "one rocket capacity" in mind and would be a substantial rework if even possible to rework to account for variable rocket payloads.
For example - the tooltip that shows rocket capacity for a given item. If there ...
- Fri Dec 06, 2024 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Rocket Capacity
- Replies: 0
- Views: 380
Rocket Capacity
TL;DR
Allow configuration of rocket capacity per rocket, instead of globally.
What?
Move the capacity configuration for rockets from utility-constants to the rocket silo (or rocket?) prototype.
One possible complication is the orbital logistics system - how should requested deliveries be ...
Allow configuration of rocket capacity per rocket, instead of globally.
What?
Move the capacity configuration for rockets from utility-constants to the rocket silo (or rocket?) prototype.
One possible complication is the orbital logistics system - how should requested deliveries be ...
- Sat Nov 09, 2024 4:34 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Flow Routers - UTU balancers without the balance
- Replies: 21
- Views: 15648
Re: Flow Routers - UTU balancers without the balance
Has anyone done a book of M-N flow routers? I used a 4-6 flow router for the input sides of my universal smelter, and think that there are other use cases where they are important.
Obviously, a 6-6 flow router could be used as a 4-6 or a 6-4 as well, but a design with fewer splitters/priorities ...
Obviously, a 6-6 flow router could be used as a 4-6 or a 6-4 as well, but a design with fewer splitters/priorities ...
- Sun Oct 27, 2024 5:22 am
- Forum: Not a bug
- Topic: [kovarex] [2.0.11] Removing a parametrized entity from a blueprint causes information loss
- Replies: 1
- Views: 292
[kovarex] [2.0.11] Removing a parametrized entity from a blueprint causes information loss
Removing a parametrized entity from a blueprint makes its "parametrization" configuration invalid (ie. parameters for values that were present only in that entity will be discarded on saving the blueprint, even if other parameters use them as "formula" inputs), yet you can still edit these ...
- Sat Apr 30, 2022 3:58 pm
- Forum: Modding interface requests
- Topic: Target masks for active-defense-equipment, artillery turret and spidertron
- Replies: 6
- Views: 3116
- Mon Jun 10, 2019 4:36 pm
- Forum: Won't fix.
- Topic: Updating mods deletes the wrong old version
- Replies: 3
- Views: 1793
Re: Updating mods deletes the wrong old version
I just lost a great deal of customizations because I didn't know factorio deleted old versions...
*please* consider at least warning before deleting unzipped mods.
*please* consider at least warning before deleting unzipped mods.
- Wed Jun 05, 2019 2:43 am
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 40278
Re: EndgameCombat - Defend your base against lategame enemies with ease
Another suggestion is a dynamic turret ammo request amount: depending on the evolution factor, the amount of ammo requested should always be 2 times of the 'low ammo' warning amount. This is especially useful when crating ammo - having 150 (full turret inventory + 50 in logistic chest) crates ...
- Sun May 26, 2019 8:54 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 40278
Re: EndgameCombat - Defend your base against lategame enemies with ease
It would be nice if the ammo alert could be customized further - for example, turrets that never had any ammunition should not create emergency warnings. Also, there are some modded turrets (like cannon turrets without cannon magazines) which can only hold a limited number of shots - if a type of ...