Search found 14 matches
- Mon Nov 25, 2024 11:15 pm
- Forum: Ideas and Suggestions
- Topic: Fish Breeding Productivity Research
- Replies: 4
- Views: 1982
Re: Fish Breeding Productivity Research
You missed one thing: A net positive nutrient loop using fish would allow local nutrient production on Nauvis. And right now, that’s deliberately impossible. Before release, fish breeding was done with tree seeds, allowing people to farm nutrients on Nauvis. But that was removed, and biter eggs ...
- Mon Nov 25, 2024 1:30 am
- Forum: Ideas and Suggestions
- Topic: Fish Breeding Productivity Research
- Replies: 4
- Views: 1982
Fish Breeding Productivity Research
TL;DR
Add a productivity research for Fish Breeding.
What?
1000*2^n
2000, 4000, 8000, 16000...
At an exponential cost of Automation, Logistics, Chemical, Production, Utility, Space, and Agriculture science, increase the productivity of the Fish Breeding recipe by 4%.
Why?
Fish Breeding was ...
Add a productivity research for Fish Breeding.
What?
1000*2^n
2000, 4000, 8000, 16000...
At an exponential cost of Automation, Logistics, Chemical, Production, Utility, Space, and Agriculture science, increase the productivity of the Fish Breeding recipe by 4%.
Why?
Fish Breeding was ...
- Wed Nov 20, 2024 2:23 am
- Forum: Duplicates
- Topic: [2.0.20] smart bot update doesn't consider bots running out of power
- Replies: 2
- Views: 251
[2.0.20] smart bot update doesn't consider bots running out of power
Minor graphical quirk, bots who are using the smart bot updating mechanism (FF#421) which run out of power may visually rubberband back to their proper location after the step.
- Fri Jul 05, 2024 6:20 pm
- Forum: Modding interface requests
- Topic: Add Sprite4Way to ContainerPrototype
- Replies: 5
- Views: 696
Add Sprite4Way to ContainerPrototype
TL;DR
Topic name.
What?
Add an optional entry of type Sprite4Way to ContainerPrototype, similar to how CombinatorPrototype has the "sprites" entry, which will override the "picture" entry if present.
I don't remember if the game already will allow rotating the collision box if the entity is non ...
Topic name.
What?
Add an optional entry of type Sprite4Way to ContainerPrototype, similar to how CombinatorPrototype has the "sprites" entry, which will override the "picture" entry if present.
I don't remember if the game already will allow rotating the collision box if the entity is non ...
- Mon Oct 26, 2020 9:01 pm
- Forum: Bob's mods
- Topic: [1.0] bugs and balance issues.
- Replies: 65
- Views: 31829
Re: [1.0] bugs and balance issues.
I have found a mod incompatibility.
RitnLib breaks bob ore generation. Worldgen simply does not create any bob ore patches.
There doesn't seem to be anything interesting at all in the factorio log but I'll include it for completeness.
I'll go digging to see if I can find anything in that mod.
RitnLib breaks bob ore generation. Worldgen simply does not create any bob ore patches.
There doesn't seem to be anything interesting at all in the factorio log but I'll include it for completeness.
I'll go digging to see if I can find anything in that mod.
- Sun May 03, 2020 9:45 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.22] Multiplayer weird movement on belts
- Replies: 1
- Views: 2272
[0.18.22] Multiplayer weird movement on belts
This issue is in multiplayer, and only experienced by a client. The host does not see this, and this does not occur in singleplayer. Reproduced both on a public server and my friend hosting from his game.
- What did you do?
By placing Steel Chests and Transport Belts in the manner shown in the ...
- What did you do?
By placing Steel Chests and Transport Belts in the manner shown in the ...
- Thu Apr 30, 2020 9:39 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 360117
Re: MOD [ 0.17.x/0.18.x] Bio-Industries
I'm considering making a mod which adds pollution to nuclear reactors and the like, and I want it to play nicely with other mods. Your mod sets the pollution modifier of thorium-fuel-cell to 5.0, which isn't necessarily a bad thing, but it does seem odd as that's the only fuel cell that this is ...
- Mon Apr 27, 2020 10:19 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 360117
Re: MOD [ 0.17.x/0.18.x] Bio-Industries
I'm considering making a mod which adds pollution to nuclear reactors and the like, and I want it to play nicely with other mods. Your mod sets the pollution modifier of thorium-fuel-cell to 5.0, which isn't necessarily a bad thing, but it does seem odd as that's the only fuel cell that this is done ...
- Sun Apr 26, 2020 6:14 am
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 65447
Re: [0.18.x] Bob's Mods: General Discussion
Do you know where the Thorium Fuel Cell has the 500% pollution penalty specified? I can't seem to find it. I'm looking at making my own variant of polluting nuclear reactors, and I want it to play nicely, but, that means I have to find when and where that happens.
Or if that's not an intended ...
Or if that's not an intended ...
- Wed Mar 25, 2020 7:26 pm
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 65447
Re: [0.18.x] Bob's Mods: General Discussion
Is it intended for the Fluid Burning Generators to not scale their fuel consumption in the same manner as the Fluid Burning Reactors?
What I mean is, for example, the mk3 burner can use up to 6 units per second of fluid. When burning Liquid Fuel, it maxes out at 3.5MW, and burns about 1.5 units ...
- Wed Mar 25, 2020 5:56 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 360117
Re: MOD [ 0.17.x] Bio-Industries
__Bio_Industries__/control.lua:191: attempt to index global 'data' (a nil value)
This appears in 0.18 gameplay during the seed bomb explosion.
EDIT: It also causes all the saplings planted by the seed bomb to not grow, ever. Hand-planted saplings in the same area will grow, resulting in grown ...
This appears in 0.18 gameplay during the seed bomb explosion.
EDIT: It also causes all the saplings planted by the seed bomb to not grow, ever. Hand-planted saplings in the same area will grow, resulting in grown ...
- Wed Mar 25, 2020 5:27 pm
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 65447
Re: [0.18.x] Bob's Mods: General Discussion
Is it intended for the Fluid Burning Generators to not scale their fuel consumption in the same manner as the Fluid Burning Reactors?
What I mean is, for example, the mk3 burner can use up to 6 units per second of fluid. When burning Liquid Fuel, it maxes out at 3.5MW, and burns about 1.5 units per ...
What I mean is, for example, the mk3 burner can use up to 6 units per second of fluid. When burning Liquid Fuel, it maxes out at 3.5MW, and burns about 1.5 units per ...
- Fri Mar 13, 2020 9:36 pm
- Forum: Questions, reviews and ratings
- Topic: replacement for util.decode()
- Replies: 0
- Views: 901
replacement for util.decode()
I'm looking into updating a mod to 0.18 and have an issue.
In the 0.18 changelog, it looks like they replaced util.decode() with LuaGameScript::decode_string()
Which would be fine but I need it before the game global exists, so... suggestions? Or is there something I'm completely misunderstanding?
In the 0.18 changelog, it looks like they replaced util.decode() with LuaGameScript::decode_string()
Which would be fine but I need it before the game global exists, so... suggestions? Or is there something I'm completely misunderstanding?
- Mon Feb 24, 2020 10:34 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 167005
Re: [0.17] Please post bugs and balance issues here.
There is a conflict between Bob's Metals Chemicals and Intermediaries and the Recycling Machines mod.
After a on_configuration_changed event is triggered, all of the recycling crafts for the vanilla starter craftable items are disabled.
In trying to track down the issue further, I added a line to ...
After a on_configuration_changed event is triggered, all of the recycling crafts for the vanilla starter craftable items are disabled.
In trying to track down the issue further, I added a line to ...