hmm...they are used...for storage?
for example when need deconstructing thing.
Search found 148 matches
- Fri Mar 21, 2014 8:45 pm
- Forum: Gameplay Help
- Topic: Storage chest
- Replies: 3
- Views: 3881
- Fri Mar 21, 2014 10:00 am
- Forum: Ideas and Suggestions
- Topic: Transport pollution via pipe and barrels
- Replies: 6
- Views: 4444
Re: Transport pollution via pipe and barrels
pollution is more like noise, not air-pollution.
- Thu Mar 20, 2014 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Alchemy !
- Replies: 11
- Views: 7629
Re: Alchemy !
i think this is for mod, not for vanilla game.
- Thu Mar 20, 2014 9:14 am
- Forum: Ideas and Suggestions
- Topic: Some suggestions(or may be even requests)
- Replies: 15
- Views: 13875
Re: Some suggestions(or may be even requests)
i think there is must be renaming of stations, cuz we in production facility, not in towns.
- Wed Mar 19, 2014 11:26 am
- Forum: Mods
- Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
- Replies: 105
- Views: 144321
Re: [MOD 0.9.x] Resource-Monitor-Mod v0.1.0
may be use mod interfaces for adding custom resources?
- Wed Mar 19, 2014 6:06 am
- Forum: Implemented mod requests
- Topic: Allow mod zip files to have version numbers
- Replies: 13
- Views: 12200
Re: Allow mod zip files to have version numbers
just make folder name just folder name, not mod name.
so any info must come from json.
so any info must come from json.
- Tue Mar 18, 2014 5:52 pm
- Forum: General discussion
- Topic: Punished for lowering difficulty!
- Replies: 7
- Views: 5189
Re: Punished for lowering difficulty!
this is third island posted last time.
- Tue Mar 18, 2014 1:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.3] CTD when using pointer to method of LuaObject
- Replies: 6
- Views: 8351
Re: [0.9.3] CTD caused by bug in modscript
kovarex, so none of the actions from Lua must not crash the game?
- Tue Mar 18, 2014 12:03 pm
- Forum: Ideas and Suggestions
- Topic: Enrichment of train-stuff, and other
- Replies: 9
- Views: 7195
Re: Enrichment of train-stuff, and other
But why the last shuld be in modding request? This feature may be done only by changing the factorio engine, not modding. modding request is change in engine mainly for modders, not for vanilla game.
Ну из прочтения форума я так понял, что это запросы дла мододелов, ну теперь все понятно, спасибо ...
Ну из прочтения форума я так понял, что это запросы дла мододелов, ну теперь все понятно, спасибо ...
- Tue Mar 18, 2014 11:52 am
- Forum: Ideas and Suggestions
- Topic: Enrichment of train-stuff, and other
- Replies: 9
- Views: 7195
Re: Enrichment of train-stuff, and other
modding request is change in engine mainly for modders, not for vanilla game.But why the last shuld be in modding request? This feature may be done only by changing the factorio engine, not modding.
- Mon Mar 17, 2014 4:56 pm
- Forum: Modding help
- Topic: Problem with Icons
- Replies: 6
- Views: 3502
Re: Problem with Icons
try to delete crop.cache
- Fri Mar 14, 2014 9:35 am
- Forum: Ideas and Suggestions
- Topic: Possible recipes in different menu.
- Replies: 9
- Views: 4571
Possible recipes in different menu.
I was thinking about rather new feature that shows possible recipes(but not craftable by hand) in player crafting menu.
my thoughts ended with idea that better was if we had another menu for those recipes, so player crafting menu will be clean from uncraftable things.(same for assemblers)
also for ...
my thoughts ended with idea that better was if we had another menu for those recipes, so player crafting menu will be clean from uncraftable things.(same for assemblers)
also for ...
- Fri Mar 14, 2014 6:34 am
- Forum: 1 / 0 magic
- Topic: [0.9.2 x64 build] Severe memory leak causing stutter?
- Replies: 19
- Views: 14707
Re: [0.9.2 x64 build] Severe memory leak causing stutter?
I can confirm that I am suffering from the same FPS issues. At first I thought it was just my old laptop but the game runs perfectly 80% of the time. Every now and again, the FPS will drop to a stutter, but only if I move. If I stop moving everything seems to run at full speed again.
Keep up the ...
Keep up the ...
- Thu Mar 13, 2014 6:41 am
- Forum: Modding help
- Topic: Modding Entity Behavior
- Replies: 4
- Views: 3133
Re: Modding Entity Behavior
direcly, nope yet as i know.
but you can control them from your control.lua script.
but you can control them from your control.lua script.
- Wed Mar 12, 2014 10:30 pm
- Forum: Implemented Suggestions
- Topic: Smart Splitter (-Suggestions will never End)
- Replies: 33
- Views: 27949
Re: Splitter dev
it can be achieved with smart inserter.
splitters now can also merge.
splitters now can also merge.
- Wed Mar 12, 2014 2:27 pm
- Forum: Modding help
- Topic: resource (possibly infinite) with multiple possible results
- Replies: 6
- Views: 3588
Re: resource (possibly infinite) with multiple possible resu
fix provided
https://forums.factorio.com/forum/vie ... 428#p20428
i thinkcan work(or use 1-2)
https://forums.factorio.com/forum/vie ... 428#p20428
i think
Code: Select all
{
name = "ruby-ore",
amount_min = 1,
amount_max = 1,
probability =0.1
}- Wed Mar 12, 2014 2:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9+, Modding] Multiple Results for resource, overwhelm bug
- Replies: 4
- Views: 2440
Re: [0.9+, Modding] Multiple Results for resource, overwhelm
Thanks for the report. This is a funny bug. It will be fixed for the 0.9.3. The problem is actually that your amount_min is 0 and amount_max is 1. That doesn't make sense because items can't be fractional and minimum should always be at least 1. So amount_min 1, amount_max 10 makes good sense for ...
- Wed Mar 12, 2014 7:54 am
- Forum: General discussion
- Topic: Planning on getting a better game engine?
- Replies: 23
- Views: 15007
Re: Planning on getting a better game engine?
1)they have less sprites then factorio nowRathael wrote:
Hmm I was under the impression that OpenTTD had a lot more sprites than Factorio or did you mean that they are using lower resolution sprites?
2)less frames in sprites
3)and yes, they have lower resolution.
- Wed Mar 12, 2014 7:50 am
- Forum: 1 / 0 magic
- Topic: [0.9.1 x64 - 0.9.2 x64] Unkillable Factorio
- Replies: 10
- Views: 11440
Re: [0.9.1 x64 - 0.9.2 x64] Unkillable Factorio
I will do some more testing but when Factorio ends up in this unkillable state Process Explorer shows that it still has some active handles.
Gues I'll have to do some handle checking of other applications toward Factorio especially my AV to see if your claim is true.
my claim is true cuz as ...
Gues I'll have to do some handle checking of other applications toward Factorio especially my AV to see if your claim is true.
my claim is true cuz as ...
- Wed Mar 12, 2014 7:45 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9+, Modding] Multiple Results for resource, overwhelm bug
- Replies: 4
- Views: 2440
[0.9+, Modding] Multiple Results for resource, overwhelm bug
finded here: https://forums.factorio.com/forum/viewtopic.php?f=25&t=2758&p=20375#p20375
for my tests i moddify CopperOre resource as follow:
{
type = "resource",
name = "copper-ore",
icon = "__base__/graphics/icons/copper-ore.png",
flags = {"placeable-neutral"},
order="a-b-a",
minable ...
for my tests i moddify CopperOre resource as follow:
{
type = "resource",
name = "copper-ore",
icon = "__base__/graphics/icons/copper-ore.png",
flags = {"placeable-neutral"},
order="a-b-a",
minable ...