We want to make new things for Factorio because we like playing Factorio This. I'm sure you already know this, but *this* is why you made such a great game. Certainly, it's not the *only* reason Factorio is so good, but you can tell that Factorio just screams "we have played this to death and ...
Hi Wube, First off, I want to say that - like everyone here - I really think highly of y'all and what you've accomplished. So if you think an expansion is the right way to go from here, I am absolutely inclined to give you the benefit of the doubt and will be doing so. That being said, I felt I owed...
I, too, would really like this feature. But as stated in this thread, after thinking about the problem and looking at various mods: https://mods.factorio.com/mod/GhostScanner https://mods.factorio.com/mod/logistic-signals I have also come to the realization that this feature: A) is NOT at all easy t...
I also happen to be spending a lot of time in the VM's guts along the way, so I'm looking for other unchecked assumptions that need testing as I go too, but most of the ones I've found so far are pretty boring (posila mentioned a few of the ones that seemed interesting and got some work). We also l...
@justarandomgeek Ahhhh, that makes sense. I can see the argument. Realistically, though, I'm just not sure the Lua VM interpreter can be locked down sufficiently well. The interpreter code just doesn't seem designed with that in mind. Then again, if anyone is to be successful at securing the interpr...
What did your partial escape allowed you to do ? If you can send me the technical details I am very curious ! Hey, happy (and even eager) to share, but in my initial email note about the issue to the Factorio devs I promised to keep the details under wraps. So I'm gonna keep to that promise unless ...
I don't know if you are the same person who emailed us a couple of weeks ago ... if so, I guess nobody responded to you (sorry). Hey ... I was the one who emailed, and yes, you folks *did* respond to me (thanks!). Since the cat's out of the bag now, I guess it sort-of no longer does any harm to com...
Apologies for the thread necromancy, but I actually had the same problem. Yeah, I know, I shouldn't be building massive logistics networks across my base, but I can't resist! I'm addicted to massive networks. It's an illness, what can I say? :D Anyway (somewhat shameful) plug, I wrote a mod that all...
Title: Tactical Construction Short Description: Tactical Construction provides a per-player toggle that - when enabled - prioritizes the local player's roboport for construction requests (as opposed to allowing construction requests to be satisfied by any statically-placed logistics network that ov...
Hi, This could quite possibly be a bad/terrible idea™ but here goes... Issue summary: I'd like to have a way to programmatically set/override a force's color. Or, if that's not possible/easy/advisable, lock it from alteration due to the first player in the force changing. Details: At present, a forc...
Hi, Issue summary: I'd like to have a way to find only entities marked for deconstruction. Details: Currently to find to-be-deconstructed entities we have to find all entities then iterate them to filter the ones marked for deconstruction: local entities = surface.find_entities{area=bounds, force=.....