Search found 96 matches
- Wed Sep 20, 2023 7:55 pm
- Forum: Modding help
- Topic: How to detect if a non-beacon machine can accept modules
- Replies: 1
- Views: 274
How to detect if a non-beacon machine can accept modules
I'm trying to implement a way for machines to disable if there's too many beacons surrounding it, but the following function isnt working. script.on_event(defines.events.on_built_entity, function(event) local machine = event.created_entity if machine.prototype.allowed_effects == true then if beacons...
- Sun Jul 26, 2020 4:47 pm
- Forum: Balancing
- Topic: Efficiency Module Scaling
- Replies: 45
- Views: 20043
Efficiency Module adjustment
TL;DR Buff Efficiency modules to make them inline with how speed and productivity modules progress, and to make them more worthwhile. What ? [EDIT: Easier to read now] Speed module: 20% -> 30% -> 50% speed; improved by 50%, then by 67% Productivity module: 4% -> 6% -> 10% productivity; improved by ...
- Sat Jan 06, 2018 11:23 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346133
Re: Friday Facts #224 - Bots versus belts
I wonder if you could make it so that bots would have to maneuver around each other to avoid overlapping, like with biters/players. a means of nerfing them in a way so that "Just adding more bots" couldn't be the answer.
- Sat Dec 30, 2017 7:07 pm
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 44670
Re: Friday Facts #223 - Reflections on 2017
Could the artilery count as automated biter clearing?OBXandos wrote:...and after mid game they just become tedious to deal with. Removing the biters is the only thing we can't automate...
- Sat Dec 30, 2017 2:39 pm
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 44670
Re: Friday Facts #223 - Reflections on 2017
Just make sure you guys don't forget to update some of the icons to match the in game entities (specifically, the tech and achievement icons involving trains still use the old train model)
- Fri Nov 03, 2017 10:49 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 79519
Re: [MOD 0.13.+] N.Tech-Chemistry
I tried that and it said:
"Failed to load mods: __N.Tech-Chemistry__/data.lua:8: ...ram files(x86/Factorio/data/core/lualib/dataloader.lua:12: Invlid prototype array {}
"Failed to load mods: __N.Tech-Chemistry__/data.lua:8: ...ram files(x86/Factorio/data/core/lualib/dataloader.lua:12: Invlid prototype array {}
- Sat Jul 22, 2017 10:52 pm
- Forum: News
- Topic: Friday Facts #200 - Plans for 0.16
- Replies: 129
- Views: 65107
Re: Friday Facts #200 - Plans for 0.16
*Inserts Manglepork Railword reference*Klonan wrote:...There are no especially large lakes to work your way around...
- Wed Apr 26, 2017 8:54 pm
- Forum: Technical Help
- Topic: [0.15.2] Bizzare mod error
- Replies: 2
- Views: 1438
Re: [0.15.2] Bizzare mod error
Yep, that worked!!
- Wed Apr 26, 2017 8:27 pm
- Forum: Technical Help
- Topic: [0.15.2] Bizzare mod error
- Replies: 2
- Views: 1438
[0.15.2] Bizzare mod error
Ok, what the hell is going on here? This has popped up after disabling my mods, eventually deleting them, and even reinstalling the game!
- Sat Apr 22, 2017 12:12 am
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 142097
Re: Friday Facts #187 - Space science & 0.15 graphics
I doubt an object in a video game that resembles the most primitive nuclear device ever would be threatening.psychomuffin wrote:...BTW, I'm sure you are on some sort of government watchlist now, lol.
- Mon Apr 17, 2017 5:52 pm
- Forum: Show your Creations
- Topic: "Transport Belt Madness" Campaign Complete!
- Replies: 3
- Views: 3065
Re: "Tight Spot" Campaign Complete!
There, fixed! Although I'm pretty sure it is actually the 5th levelDaveMcW wrote:I think you mean "Transport Belt Madness" level 3...
Great job doing it with no blue belts!
- Sat Apr 15, 2017 1:06 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: WIP Kilobase
- Replies: 15
- Views: 12460
Re: WIP Kilobase
So, how exactly do you not suffocate in that base?
- Sat Apr 15, 2017 12:12 am
- Forum: Show your Creations
- Topic: Flamethrower ammo setup - its own refinery
- Replies: 6
- Views: 6937
Re: Flamethrower ammo setup - its own refinery
Not exactly "high performance". Ammo needs high performance. And a slow ass fab isnt exactly this. What does it produce for a 0,1/s pumpjack? Well, it's one refinement of oil every 100 seconds, giving 3 light/heavy oil and 4 petrol each time. so .03 L/H, and .04 P or .02 solid fuel per se...
- Fri Apr 14, 2017 10:31 pm
- Forum: Fan Art
- Topic: Lego Diesel Locomotive! (Motor + LED)
- Replies: 18
- Views: 17465
Re: Lego Diesel Locomotive! (Motor + LED)
After seeing this, its clear that there really needs to be LEGO Factorio sets, that would just be awesome!
I could picture a few different scenarios, such as a roboport or a small assembly line/oil refinery with pipe bits. or even biters out of small bits and their nests.
I NEED IT!
I could picture a few different scenarios, such as a roboport or a small assembly line/oil refinery with pipe bits. or even biters out of small bits and their nests.
I NEED IT!
- Fri Apr 14, 2017 10:18 pm
- Forum: Show your Creations
- Topic: "Transport Belt Madness" Campaign Complete!
- Replies: 3
- Views: 3065
"Transport Belt Madness" Campaign Complete!
Just a little thing that I thought would be nice to share, seeing as not many people seem to give it attention: The fifth and final level of the "Transport Belt Madness" Campaign, please observe... http://imgur.com/a/SFdcX [Imgur link since I can't figure out these fourm stuffs for pictures]
- Wed Apr 12, 2017 8:16 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 999066
Re: Factorio Roadmap for 0.15 + 0.16
Wait, there isn't the "surprise with 8-10 legs" anymore. Are you guys ditching the spidertron concept?
- Sat Dec 31, 2016 9:31 pm
- Forum: Ideas and Suggestions
- Topic: Show Non-Researched Items as Locked
- Replies: 12
- Views: 5668
Re: Show Non-Researched Items as Locked
My idea is that you would see locked recipes if the research is available. With your accumulator example, it would appear with the "locked" icon once the prerequisite researches are unlocked, and mousing over it would say "Required research: electric energy accumulators " with a ...
- Tue Oct 18, 2016 10:52 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Hard Storage
- Replies: 3
- Views: 1751
Re: [Request] Hard Storage
For storages we have this: https://mods.factorio.com/mods/Versepelles/VersepellesHardStorage Exoskeleton split in 2 parts in this mod: https://mods.factorio.com/mods/Ranakastrasz/Modular-Armor First give only 5% move speed, second give 30%, but craft harder. This mod add tier 0 trains with very sma...
- Tue Oct 18, 2016 10:47 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Realism
- Replies: 5
- Views: 4932
Re: [MOD 0.13.x] Realism
Fun Fact: The research for grenade damage 5 doesn't exist!
It seems that 0.14.14 has issues for realism in itself.
It seems that 0.14.14 has issues for realism in itself.
- Tue Oct 18, 2016 12:59 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Hard Storage
- Replies: 3
- Views: 1751
[Request] Hard Storage
I tried a request like this earlier, but I'd like to try a better idea. The original idea i had was to have storage and item transport much, much harder in Factorio because - lets face it, storage is very easy in vanilla, up to 48 items in a 1x1chest. So, here's some ways to make the storage game di...