Search found 21 matches
- Fri Oct 25, 2019 3:00 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 58027
Re: Friday Facts #318 - New Tooltips
Specifically for the personal roboport tool tip: The area and number of bots should indicate that those are 'stackable' or some other phrase be used to indicate that having multiple roboports in your armor increases not only the active bots that you can have, but also that the coverage area ...
- Tue Jun 11, 2019 3:15 am
- Forum: Duplicates
- Topic: [0.17.47] Crash when loading a save from 0.17.31
- Replies: 0
- Views: 645
[0.17.47] Crash when loading a save from 0.17.31
I have a save file from a vanilla 0.17.31 that I haven't played in a few weeks. Attempting to load it up in 0.17.47 caused the game to crash.
Attaching log file, dmp and save file (17-43.zip)
Attaching log file, dmp and save file (17-43.zip)
- Wed May 30, 2018 12:24 am
- Forum: Modding help
- Topic: Have a script place a blueprint
- Replies: 11
- Views: 5557
Re: Have a script place a blueprint
Yeah, destroy does work, assuming you are using the correct coordinates in your find_entities call, which i wasn't.
I also realize that offshore pumps or similar entities will be an issue for me currently, but there should be something I can look at in their prototype that lest me know that they ...
I also realize that offshore pumps or similar entities will be an issue for me currently, but there should be something I can look at in their prototype that lest me know that they ...
- Tue May 29, 2018 7:43 am
- Forum: Modding help
- Topic: Have a script place a blueprint
- Replies: 11
- Views: 5557
Re: Have a script place a blueprint
Well, thank you for your assistance!
I'm not sure what I did wrong initially, but the string I was originally using as a blueprint string apparently wasn't valid. I'm not sure where it went wrong, but exporting a new string and using that worked.
I still have some issue to work out but with your ...
I'm not sure what I did wrong initially, but the string I was originally using as a blueprint string apparently wasn't valid. I'm not sure where it went wrong, but exporting a new string and using that worked.
I still have some issue to work out but with your ...
- Mon May 28, 2018 4:29 pm
- Forum: Modding help
- Topic: Have a script place a blueprint
- Replies: 11
- Views: 5557
Re: Have a script place a blueprint
Thanks for your help, but I now get an error control.lua:101: bad argument #1 to 'import_stack' (string expected, got table).
As for 'importing files', I would like if I would be able to literally just have a bunch of text files with blueprint strings in them that the modification could load. I'm ...
As for 'importing files', I would like if I would be able to literally just have a bunch of text files with blueprint strings in them that the modification could load. I'm ...
- Wed May 23, 2018 10:45 pm
- Forum: Modding help
- Topic: Have a script place a blueprint
- Replies: 11
- Views: 5557
Have a script place a blueprint
Hi,
I'm starting work on a mod that is trying to turn Factorio into a game more like OpenTTD. The idea is that the mod would automatically build miners on ore deposits and place production factories around the map. Your job is to create a rail system to connect the mines to production area, such as ...
I'm starting work on a mod that is trying to turn Factorio into a game more like OpenTTD. The idea is that the mod would automatically build miners on ore deposits and place production factories around the map. Your job is to create a rail system to connect the mines to production area, such as ...
- Fri Jan 05, 2018 10:42 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 452808
Re: Friday Facts #224 - Bots versus belts
I don't mind the bots as you get them later in the game.
If you want to buff belt usage, I have a few suggestions.
Make the fast and express belts a bit cheaper. Maybe only 3 gear wheels for fast and 6 for for express, with only 10 lubricant. It takes a while to make express belts, if you don't set ...
If you want to buff belt usage, I have a few suggestions.
Make the fast and express belts a bit cheaper. Maybe only 3 gear wheels for fast and 6 for for express, with only 10 lubricant. It takes a while to make express belts, if you don't set ...
- Sat May 06, 2017 11:03 pm
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 89266
Re: Friday Facts #189 - Specifying the 1.0
Can Roboports be modified to output the number of repair packs when they output the number of robots? I'd like to have an inserter only fill each roboport with 25 repair packs instead of wasting materials completely filling the inventory or each roboport.
- Tue Oct 11, 2016 2:59 am
- Forum: Multiplayer
- Topic: Auth Server down?
- Replies: 13
- Views: 5611
Re: Auth Server down?
But I need to finish working on my factory with my friends!
I guess I can wait... but I'm starting to get the shakes!

I guess I can wait... but I'm starting to get the shakes!

- Tue Oct 11, 2016 2:00 am
- Forum: Multiplayer
- Topic: Auth Server down?
- Replies: 13
- Views: 5611
Auth Server down?
I'm getting an issue when attempting to connect to a multiplayer server. This server does have a password, however, I'm not asked for it. Connecting show a progress dialog for a second, which then disappears and I'm left without and interface except for the background image. Pressing ESC does bring ...
- Sat Oct 08, 2016 12:30 am
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 125435
Re: Friday Facts #159 - Research revolution
Wow, I like the science change. There is one problem with your late game science setup example, it needs about 40 more labs. ;)
Actually, back in the day, Factorio version 0.6 and 0.7, I made a mod that added 5 additional science packs to the game and similarly overhauled the research system ...
Actually, back in the day, Factorio version 0.6 and 0.7, I made a mod that added 5 additional science packs to the game and similarly overhauled the research system ...
- Thu Aug 11, 2016 6:30 pm
- Forum: News
- Topic: Friday Facts #150 - New Terrain Experiments
- Replies: 57
- Views: 41042
Re: Friday Facts #150 - New Terrain Experiments
I'm late to this thread, but I like the idea of multi biomes / cold/snowy biomes, and have different advantages to different biomes.
The desert already has less trees / more space to build your factory. A cold / snowy biome could make all your assemblers work 5-10% faster (less cooling needed), but ...
The desert already has less trees / more space to build your factory. A cold / snowy biome could make all your assemblers work 5-10% faster (less cooling needed), but ...
- Mon Mar 07, 2016 9:06 pm
- Forum: General discussion
- Topic: Music not always playing?
- Replies: 6
- Views: 4795
Re: Music not always playing?
I was just going to ask a similar question.
I started playing the Steam version and after more than an hour an a half, I don't think I've heard music once. The last version I've played I think was 0.10 and music played constantly in that version.
I started playing the Steam version and after more than an hour an a half, I don't think I've heard music once. The last version I've played I think was 0.10 and music played constantly in that version.
- Mon Sep 21, 2015 2:47 pm
- Forum: News
- Topic: Friday Facts #104 - Deadlines ahead
- Replies: 63
- Views: 52874
Re: Friday Facts #104 - Deadlines ahead
I'm sure you guys have too much to do to make it in time, but 'The Martian' movie comes out in a two weeks, and has a story somewhat similar to Factorio, one man stranded on the surface of a planet with limited supplies must survive. Releasing to Steam Early Access around the same time could get you ...
- Thu May 21, 2015 4:38 am
- Forum: News
- Topic: Friday Facts #86 - Trees
- Replies: 86
- Views: 65421
Re: Friday Facts #86 - Trees
Now we come to the tricky part... if all we want to make is concrete slabs, then the mix + water = the slab. However, these days in most construction you end up with ferroconcrete, which is basically iron (NOT steel) rebar in concrete, because their expansion and contraction rates are identical. So ...
- Fri Sep 27, 2013 12:26 am
- Forum: Wiki Talk
- Topic: The wiki is gone
- Replies: 8
- Views: 18990
Re: The wiki is gone
This is good news that the wiki will be back shortly.
Not just for modding information (for which the wiki was indispensable), but also just for basic game play concepts (it took me quite a while to figure out about using both sides of a transport belt).
Not just for modding information (for which the wiki was indispensable), but also just for basic game play concepts (it took me quite a while to figure out about using both sides of a transport belt).
- Fri Sep 20, 2013 5:44 am
- Forum: Mods
- Topic: [MOD WIP 0.6.X] TroZ Mod
- Replies: 14
- Views: 16955
Re: [MOD WIP 0.6.X] TroZ Mod
Ok, here is an updated version:
https://dl.dropboxusercontent.com/u/38917782/Factorio/TroZ%20mod%200.3.1.zip
This now has migration files, although I couldn't figure out how to modify fuel values from within the migration file.
It corrects the issue of automation 2 being hard to research (it only ...
https://dl.dropboxusercontent.com/u/38917782/Factorio/TroZ%20mod%200.3.1.zip
This now has migration files, although I couldn't figure out how to modify fuel values from within the migration file.
It corrects the issue of automation 2 being hard to research (it only ...
- Thu Sep 19, 2013 4:45 am
- Forum: Mods
- Topic: [MOD WIP 0.6.X] TroZ Mod
- Replies: 14
- Views: 16955
Re: [MOD WIP 0.6.X] TroZ Mod
Well, I'm working on the update, and it seems that automation 2 needing military 2, armor making and steel processing is a bug!
I have a comment right above that line that states that that is supposed to be the prerequisites for armor 2.
If you want to fix it yourself, change line 233 of the /TroZ ...
I have a comment right above that line that states that that is supposed to be the prerequisites for armor 2.
If you want to fix it yourself, change line 233 of the /TroZ ...
- Mon Sep 16, 2013 11:14 pm
- Forum: Mods
- Topic: [MOD WIP 0.6.X] TroZ Mod
- Replies: 14
- Views: 16955
Re: [MOD WIP 0.6.X] TroZ Mod
Thanks for the feedback so far!
Yes, I have programming experience, but this is my first time working with Lua.
I'll try using game.player.force.getentitycount("radar") - that would definitely simplify some of the code :)
I'll also look into adding on to the tables instead of replacing them for ...
Yes, I have programming experience, but this is my first time working with Lua.
I'll try using game.player.force.getentitycount("radar") - that would definitely simplify some of the code :)
I'll also look into adding on to the tables instead of replacing them for ...
- Mon Sep 16, 2013 3:27 am
- Forum: Modding help
- Topic: Recipes with multiple output?
- Replies: 5
- Views: 4432
Recipes with multiple output?
Is it possible to have a recipe have multiple outputs?
For example, is it possible to have the iron gear wheel recipe output 1 iron gear wheel and 1 iron scrap (left-overs from cutting out the gear teeth), so that later you could put 10 iron scrap in a furnace an get another iron-plate?
I see this ...
For example, is it possible to have the iron gear wheel recipe output 1 iron gear wheel and 1 iron scrap (left-overs from cutting out the gear teeth), so that later you could put 10 iron scrap in a furnace an get another iron-plate?
I see this ...