Search found 267 matches
- Mon Sep 19, 2016 5:04 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Add Loader into game (officially)
- Replies: 17
- Views: 16722
Re: [0.13] Add Loader into game (officially)
Seems like Team Challenge mode includes loader into the chests where you are supposed to place the requested items. This works without loading any mods. Just joining into the team challenge server is sufficient. So, uh... loader both is and isn´t in vanilla right now. I wonder if it gets included as...
- Mon Sep 19, 2016 4:52 am
- Forum: Ideas and Suggestions
- Topic: I want to make suggestions, but I got links to mods!! :(
- Replies: 18
- Views: 27317
Re: I want to make suggestions, but I got links to mods!! :(
Right now I think the biggest issue with this... perhaps the only real issue with this is that in multiplayer the mods do not (yet) automatically download to clients from server. Ironically this issue has only gotten bigger as the multiplayer part of the game has improved. Previously modding the gam...
- Sun Sep 18, 2016 11:07 pm
- Forum: Implemented Suggestions
- Topic: Make Underground Belt Magic More Visible
- Replies: 1
- Views: 3062
Re: Make Underground Belt Magic More Visible
I am trying to implement this as a mod. I havent done any modding before though so dont expect perfection
https://mods.factorio.com/mods/Mendeli/ubeltmagic
https://mods.factorio.com/mods/Mendeli/ubeltmagic
- Sun Sep 18, 2016 11:05 pm
- Forum: Modding help
- Topic: [Solved]How to get started /w modding? (small graphical mod)
- Replies: 13
- Views: 2818
Re: How to get started with modding? (small graphical mod)
aaaand its released!
https://mods.factorio.com/mods/Mendeli/ubeltmagic
Well, first version anyways!
Thanks for the help!
I would appreciate if someone tested this too
https://mods.factorio.com/mods/Mendeli/ubeltmagic
Well, first version anyways!
Thanks for the help!
I would appreciate if someone tested this too
- Sun Sep 18, 2016 10:08 pm
- Forum: Modding help
- Topic: [Solved]How to get started /w modding? (small graphical mod)
- Replies: 13
- Views: 2818
Re: How to get started with modding? (small graphical mod)
zeblote: true! Small tweaking to commence!
- Sun Sep 18, 2016 9:43 pm
- Forum: Modding help
- Topic: [Solved]How to get started /w modding? (small graphical mod)
- Replies: 13
- Views: 2818
Re: How to get started with modding? (small graphical mod)
edit out: (didnt find all the necessary files)
actually no, wait, Im an idiot. just found the other files under their respective folders
actually no, wait, Im an idiot. just found the other files under their respective folders
- Sun Sep 18, 2016 9:33 pm
- Forum: Modding help
- Topic: [Solved]How to get started /w modding? (small graphical mod)
- Replies: 13
- Views: 2818
Re: How to get started with modding? (small graphical mod)
That did the trick! And to my amazement it actually works like intended! the game somehow automatically adds the belt parts under the transparent parts of the underground belt entity. :D http://images.akamai.steamusercontent.com/ugc/267225554897916033/2304F2B4E28BAC9C37D50CB4E3F8EA6458EB5308/ todo: ...
- Sun Sep 18, 2016 9:05 pm
- Forum: Modding help
- Topic: [Solved]How to get started /w modding? (small graphical mod)
- Replies: 13
- Views: 2818
Re: How to get started with modding? (small graphical mod)
well I encountered an error I cant seem to figure out: contents of my data.lua local belts = data.raw['underground-belt'] local normal = belts['underground-belt'] local express = belts['express-underground-belt'] local fast = belts['fast-underground-belt'] normal.structure.direction_out.sheet.filena...
- Sun Sep 18, 2016 7:58 pm
- Forum: Modding help
- Topic: [Solved]How to get started /w modding? (small graphical mod)
- Replies: 13
- Views: 2818
Re: How to get started with modding? (small graphical mod)
Thank you so much so far! However, it just struck me that belts are of course animated. So this is a bit of an added complexity. (animated png makes me scratch head) That said, if I can even make some kind of visible change, that will be a good start, I will return with more questions once I have an...
- Sun Sep 18, 2016 4:42 pm
- Forum: Modding help
- Topic: [Solved]How to get started /w modding? (small graphical mod)
- Replies: 13
- Views: 2818
[Solved]How to get started /w modding? (small graphical mod)
Okay, so I have 0 experience with factorio modding. How do I get started? Seeing as I have no experience with this, I wanted to do a very limited, simple mod... or fail and be very humble about it. What I want to do? I want to actually make this underground belt change so it looks visually different...
- Sun Sep 18, 2016 1:41 pm
- Forum: Ideas and Suggestions
- Topic: Light/lamps on poles
- Replies: 23
- Views: 11176
Re: Light/lamps on poles
From thread linked above:
Does anyone actually oppose to this? How is this not done already This would be so much win!
Does anyone actually oppose to this? How is this not done already This would be so much win!
- Sun Sep 18, 2016 1:30 pm
- Forum: Ideas and Suggestions
- Topic: Add a Lane Blocker
- Replies: 5
- Views: 2137
Re: Add a Lane Blocker
here´s a few I´ve seen recently
viewtopic.php?f=80&t=32665
viewtopic.php?f=66&t=32225
viewtopic.php?f=80&t=24061
viewtopic.php?f=80&t=32665
viewtopic.php?f=66&t=32225
viewtopic.php?f=80&t=24061
- Sun Sep 18, 2016 1:17 pm
- Forum: Ideas and Suggestions
- Topic: Events
- Replies: 2
- Views: 1720
Events
TLDR Basically I´m proposing some random events that add variety to the game if enabled by the player. ************************************************************************ Two of my favorite games at the moment are Factorio and Rimworld. Both have elements that I feel would fit well in the other...
- Sat Sep 17, 2016 5:24 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 574
- Views: 319065
Re: Thank you (Make the dev-team happy today!)
I just got interested about circuit network stuff. After some figuring out and trial and error I had some blinking lights and stuff working. Head is full of ideas now. All kinds of things that can be done that I havent thought of on my previous playthroughs... and with the 0.14 I can show the stuff ...
- Sat Sep 17, 2016 4:01 pm
- Forum: Energy Production
- Topic: Steam for emergency only with status lights
- Replies: 12
- Views: 12253
Re: Steam for emergency only with status lights
can you toggle the water pumps on and off based on accumulator charge?
point is making the system as simple as possible. 1 pump per row of steam machines probably being simpler to wire than all inserters.
point is making the system as simple as possible. 1 pump per row of steam machines probably being simpler to wire than all inserters.
- Wed Sep 14, 2016 5:35 pm
- Forum: Implemented Suggestions
- Topic: Block A single side of belts.
- Replies: 17
- Views: 6692
Re: Block A single side of belts.
My mspaint skills may leave much to be desired but maybe this will still bring my point across. suggestion to a minor graphical overhaul of underground belt: no, the shadows arent supposed to be rendered wrongly like this, the point Im trying to make is only that the other side of the belt should no...
- Wed Sep 14, 2016 4:25 pm
- Forum: Ideas and Suggestions
- Topic: different pipe connections or color coded pipes
- Replies: 5
- Views: 2239
Re: Making pipe building and connect work a bit more like belts.
Been playing a bit more again recently and only now found there was a reply to my ancient post.
Krayt´s idea about color coded pipes seems great to me. +1 to that!
Anyone else have opinions about this? Has this been discussed elsewhere?
Krayt´s idea about color coded pipes seems great to me. +1 to that!
Anyone else have opinions about this? Has this been discussed elsewhere?
- Wed Sep 14, 2016 3:58 pm
- Forum: Implemented Suggestions
- Topic: no more alert sound after attackers are dead.
- Replies: 2
- Views: 1547
no more alert sound after attackers are dead.
Seems like I get alert sound when the bugs are damaging my things, and I keep getting alarm sounds while the attack is going on. This is alright. However, it seems like I consistently get the alert sound one more time after all the bugs have been killed. Sometimes several seconds after the fact. Thi...
- Wed Sep 14, 2016 3:24 pm
- Forum: General discussion
- Topic: Lazy bastard mining speed
- Replies: 11
- Views: 6204
Re: Lazy bastard mining speed
yea, that makes sense. So its enough just make sure not to actually hit the limit of 111 before oil
Finished in 104 as well and it was an interesting challenge
Finished in 104 as well and it was an interesting challenge
- Tue Sep 13, 2016 5:12 pm
- Forum: Ideas and Suggestions
- Topic: Achievements in multi-player
- Replies: 6
- Views: 4345
Re: Achievements in multi-player
is there a way to cancel a specific achievement so that I can try to get it again in single player? maybe in some ini/cfg/whatever file?