Search found 21 matches

by JamesFire
Sun Jan 12, 2025 8:20 pm
Forum: Modding interface requests
Topic: Allow setting friction_modifier on rolling stock on control stage, not just cars.
Replies: 8
Views: 778

Re: Allow setting friction_modifier on rolling stock on control stage, not just cars.

If it doesn't reach max speed, then there's no issue. Unsetting my modification when they start braking takes full care of that.

Weight *absolutely* has been refused before. https://forums.factorio.com/viewtopic.php?f=221&t=85133&p=494911&hilit=train+weight#p494911

I literally searched for this ...
by JamesFire
Fri Jan 10, 2025 11:52 am
Forum: Modding interface requests
Topic: Allow setting friction_modifier on rolling stock on control stage, not just cars.
Replies: 8
Views: 778

Re: Allow setting friction_modifier on rolling stock on control stage, not just cars.

I also have a backup idea if this doesn't happen. If I do have to use it, hopefully I can horrify someone with it :D
by JamesFire
Fri Jan 10, 2025 11:37 am
Forum: Modding interface requests
Topic: Allow setting friction_modifier on rolling stock on control stage, not just cars.
Replies: 8
Views: 778

Re: Allow setting friction_modifier on rolling stock on control stage, not just cars.


for cargo based acceleration you'd want to manipulate weight(currently impossible)
even on_tick mods have a huge issue with the braking force multiplier (which is only possible per force)

that friction approach would make your trains slow down as if they were braking all the time, which is not ...
by JamesFire
Thu Jan 09, 2025 7:00 pm
Forum: Modding interface requests
Topic: Allow setting friction_modifier on rolling stock on control stage, not just cars.
Replies: 8
Views: 778

Allow setting friction_modifier on rolling stock on control stage, not just cars.

Looking around, I've seen several requests for various ways to influence train speeds. The one I want is pretty simple, and was already added to cars because of an interface request. https://forums.factorio.com/viewtopic.php?f=65&t=3637

I want to be able to apply this to rolling stock at runtime ...
by JamesFire
Tue Nov 26, 2024 1:32 am
Forum: 1 / 0 magic
Topic: [2.0.21] Crash when using incorrectly-zipped mods
Replies: 5
Views: 542

Re: [2.0.21] Crash when using incorrectly-zipped mods

Only other time I've had a crash like this was when I was implementing an undervolt and downclock on the CPU. But I haven't done anything for that in months.

I suppose factorio could be hitting the CPU harder than anything else I've done, and triggering the same sort of crash, but then I don't know ...
by JamesFire
Mon Nov 25, 2024 10:58 am
Forum: 1 / 0 magic
Topic: [2.0.21] Crash when using incorrectly-zipped mods
Replies: 5
Views: 542

Re: [2.0.21] Crash when using incorrectly-zipped mods

Place a zip of a mod in the mod folder. This zip should be normal, aside from missing the version in the name. (I have attached one from the mod that has caused it both times)

Press Play in Steam to launch Factorio.

Receive error message about the zip name not matching the modname+version.

Delete ...
by JamesFire
Sun Nov 24, 2024 8:07 am
Forum: 1 / 0 magic
Topic: [2.0.21] Crash when using incorrectly-zipped mods
Replies: 5
Views: 542

[2.0.21] Crash when using incorrectly-zipped mods

I have now twice had my entire computer crash, turn off, and restart when trying to boot factorio after receiving an error about the name of a zip not matching the name+version defined in info.json. (So the zip is just named Fire-Electronics instead of Fire-Electronics_2.0.1)

I start factorio ...
by JamesFire
Tue Jun 11, 2024 1:14 pm
Forum: Ideas and Suggestions
Topic: Splitter belt dragging upgrade
Replies: 5
Views: 745

Splitter belt dragging upgrade

Dragging higher-level belts over a belt line auto-replaces any belts and underground belts you drag it over, but not splitters. It feels weird that splitters are excluded from this.
by JamesFire
Sat May 25, 2024 6:58 am
Forum: Won't implement
Topic: Allow beacons to use energy sources other than Electric and Void
Replies: 5
Views: 985

Allow beacons to use energy sources other than Electric and Void

So I had wanted to make a mechanic based on clever use of beacons. That being a "maintain temp" mechanic, where I use beacons that are powered by heat to apply effects when their temp threshold is reached. So being a bit overtemp would reduce crafting speed, being within temp would give bonus ...
by JamesFire
Thu Oct 12, 2023 5:44 am
Forum: Mods
Topic: Hermios trains
Replies: 35
Views: 21931

Re: Hermios trains




I've made an unofficial patch for this mod to work with version 1.1 of Factorio.
Also fixed that Rail Pole connectors couldn't be placed on other surfaces then Nauvis (useful for e.g. Space Exploration or Surfaces (Reloaded)).


hi guys
I am (FINALLY) working on the new version.
@olegf, I don ...
by JamesFire
Fri Nov 18, 2022 6:21 am
Forum: Mods
Topic: Hermios trains
Replies: 35
Views: 21931

Re: Hermios trains



I've made an unofficial patch for this mod to work with version 1.1 of Factorio.
Also fixed that Rail Pole connectors couldn't be placed on other surfaces then Nauvis (useful for e.g. Space Exploration or Surfaces (Reloaded)).


hi guys
I am (FINALLY) working on the new version.
@olegf, I don't ...
by JamesFire
Fri Jan 28, 2022 12:16 am
Forum: Modding interface requests
Topic: A setting on recipes to only output 1 item.
Replies: 20
Views: 5463

Re: A setting on recipes to only output 1 item.




Your requirements seem to match those of Uranium processing, except with more than two possible results. So I think everything ought to be fine provided the probabilities add up to 1...

BTW, fun fact: you can get both U-235 and U-238 at the same time from the uranium processing recipe ...
by JamesFire
Mon Jan 24, 2022 9:15 am
Forum: Modding interface requests
Topic: A setting on recipes to only output 1 item.
Replies: 20
Views: 5463

A setting on recipes to only output 1 item.

I have several recipes that are intended to only output 1 item from the list of possible outputs. Currently, I have the outputs as % chances, which adds up to 100. On average, it will only output 1 item per cycle, but I'd like to be able to make it actually only output 1 per cycle.

More ...
by JamesFire
Sat Aug 22, 2020 9:18 am
Forum: Won't implement
Topic: screen.element.force_render_above() please?
Replies: 27
Views: 14444

Re: screen.element.force_render_above() please?


the market was my favorite mod where i put the most time in.
why would i support a game where the devs give 0 fucks?
it's not even just that they made this particular mod unusable (and another one from me that used the same system), there were so many things you would have been able to do by ...
by JamesFire
Wed Aug 19, 2020 2:39 pm
Forum: Won't implement
Topic: screen.element.force_render_above() please?
Replies: 27
Views: 14444

Re: screen.element.force_render_above() please?





Your use-case was never supported.

LOL....
Modding is about bending the limits of what's possible.
Look at a few mods, they are all doing things that were never intended.
https://mods.factorio.com/mod/RealisticReactors
https://mods.factorio.com/mod/windturbines
https://mods.factorio.com ...
by JamesFire
Sun Mar 22, 2020 10:38 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1593449

Re: Bugs & FAQ





Since Refining disables thorium as a spawnable ore, are there any plans to have it obtainable somewhere, that isn't the 0.5% chance with uranium crystalization?


There is a dedicated thorium ore sorting recipe as well:
thorium.png

Is that available with just refining active? Cause I didn ...
by JamesFire
Sat Mar 21, 2020 11:49 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1593449

Re: Bugs & FAQ



Since Refining disables thorium as a spawnable ore, are there any plans to have it obtainable somewhere, that isn't the 0.5% chance with uranium crystalization?


There is a dedicated thorium ore sorting recipe as well:
thorium.png

Is that available with just refining active? Cause I didn't ...
by JamesFire
Sun Mar 15, 2020 5:41 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1593449

Re: Bugs & FAQ

Since Refining disables thorium as a spawnable ore, are there any plans to have it obtainable somewhere, that isn't the 0.5% chance with uranium crystalization?
by JamesFire
Sat Mar 07, 2020 6:55 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1593449

Re: Bugs & FAQ

My Direct Uranium recipe (sorting from the crystals and the catalyst) cannot have productivity applied to it. So far, all the other ones can.
by JamesFire
Fri Aug 30, 2019 7:59 pm
Forum: Technical Help
Topic: Modded game will not load.
Replies: 0
Views: 750

Modded game will not load.

I have a modded save that appears unable to load if I remove mods. (I'm not actually certain removing mods does it, but it does feel to take longer if I remove them.)

If you can get it to load (I left it on overnight, and while I was at work trying to load it. 14 hours) Could someone please try ...

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