Search found 1743 matches
- Sun Apr 24, 2022 8:40 am
- Forum: Ideas and Suggestions
- Topic: Yellow train signal cannot be closed with circuits
- Replies: 17
- Views: 725
Re: [1.1.57] Yellow train signal cannot be closed with circuits
Or train accelerators, where you loop a train around until it reaches full speed before sending it off into ... wherever. Biter territory, a high-speed "freeway" track, etc. Without the ability to reroute a train by closing a yellow signal, both of those are either outright impossible, or...
- Sun Apr 24, 2022 8:27 am
- Forum: Modding help
- Topic: Adding a new ressource to the game
- Replies: 6
- Views: 373
Re: Adding a new ressource to the game
The things listed there are the resources that are placed on the map. So my guess is that you didn't add an icon for the autoplace-control prototype, just for the resource itself. The oil patch doesn't have the liquid black oil drop as icon, right? It has the sprite of oil pool that you see on the g...
- Sun Apr 24, 2022 7:32 am
- Forum: Combinator Creations
- Topic: Five-in-a-row game, with deep-learning AI
- Replies: 18
- Views: 1926
Re: Five-in-a-row game, with deep-learning AI
I was expecting more discussion about this ! I wouldn't mind reading the full story and design philosophy of why you made it this way. Or at least some more vulgarisation to bridge the gap of understanding between demonstration and explanation. Thanks for your interest. I am glad to give more detai...
- Fri Apr 22, 2022 4:43 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 464118
Re: Accumulator / Solar panel ratio
Bilka, YOU are what's right with the wiki <3Bilka wrote: ↑Fri Apr 22, 2022 1:22 pmbut I like verifying things before reverting wiki edits
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
- Tue Apr 19, 2022 12:03 pm
- Forum: Balancing
- Topic: Nuclear Artillery Shells (with same explosion as handheld nukes)
- Replies: 6
- Views: 434
Re: Nuclear Artillery Shells (with same explosion as handheld nukes)
There’s already logic in the game to not fire more than needed on targets (to avoid wasted ammo). Not that hard to extend it to include nuke splash vs nests. I think it already does so for nuke artillery as well. There's no need for manual fire. Also if someone were worried about losing nukes then ...
- Mon Apr 18, 2022 11:04 am
- Forum: Modding help
- Topic: Need help replace items in all recipes
- Replies: 4
- Views: 224
Re: Need help replace items in all recipes
Variable "data" is available at data stage, in data.lua, not in control stage in control.lua.
Also, "script" is only available in control stage. Take the code inside the function and just execute it directly.
Also, "script" is only available in control stage. Take the code inside the function and just execute it directly.
- Mon Apr 18, 2022 8:56 am
- Forum: Modding help
- Topic: Were should i look to make a rail mod
- Replies: 1
- Views: 129
- Mon Apr 18, 2022 8:52 am
- Forum: Balancing
- Topic: Nuclear Artillery Shells (with same explosion as handheld nukes)
- Replies: 6
- Views: 434
Re: Nuclear Artillery Shells (with same explosion as handheld nukes)
These should not be automatically fired, [...] or make it so a cannon loaded with nuke shells, will not fire automatically. I disagree. Nuke artillery should definitely also fire automatically. Adding ways to toggle automatic fire is another suggestion. I would be fine with that, though I don't rea...
- Sun Apr 17, 2022 11:00 am
- Forum: Modding help
- Topic: Understanding multiplayer events, GUI, and desyncs
- Replies: 2
- Views: 167
Re: Understanding multiplayer events, GUI, and desyncs
I'm trying to understand how exactly GUI events and events in general work in multiplayer context and how to avoid desyncs . In your other thread boskid answered this already Here there is the most important concept to understand: "Part of game state". Whenever you see "part of game ...
- Fri Apr 15, 2022 7:00 pm
- Forum: Modding interface requests
- Topic: Rocket silo: allow landing rockets
- Replies: 8
- Views: 549
Re: Rocket silo: allow landing rockets
I would like this as well. I could use this to update an older mod and maybe release a new one 

- Fri Apr 15, 2022 9:53 am
- Forum: Fixed for 1.2
- Topic: [1.1.27] cross-surface electric networks with solar panels produce wrong energy
- Replies: 4
- Views: 1052
Re: [1.1.27] cross-surface electric networks with solar panels produce wrong energy
Is this a clue for what will come in the expansion?
I'm happy for improved surface connection support. It's such a cool feature and the mods it has brought are some of the coolest ones ever
Thanks anyways for always making Factorio better and better! <3

I'm happy for improved surface connection support. It's such a cool feature and the mods it has brought are some of the coolest ones ever

Thanks anyways for always making Factorio better and better! <3
- Fri Apr 15, 2022 9:47 am
- Forum: Modding help
- Topic: How to handle long running functions?
- Replies: 9
- Views: 470
Re: How to handle long running functions?
If you want more detailed profiling the Factorio Mod debugger by justarandomgeek might be able to do that. I haven't used it myself, the debug timing output for the whole mod has been enough so far for me and doesn't need any external tools. But I suggest you start making mods and see what kinds of ...
- Thu Apr 14, 2022 2:59 pm
- Forum: Modding help
- Topic: How to handle long running functions?
- Replies: 9
- Views: 470
Re: How to handle long running functions?
As robot256 said: Queue things in the global table and work off a manageable slice each tick or once every few ticks. It's also possible to dynamically remove the on_tick handler when the queue is empty, but that requires that you make sure to add it back when mod loads if there's anything in the st...
- Thu Apr 14, 2022 9:26 am
- Forum: Ideas and Suggestions
- Topic: multithread
- Replies: 19
- Views: 6583
- Wed Apr 13, 2022 8:28 pm
- Forum: Ideas and Suggestions
- Topic: multithread
- Replies: 19
- Views: 6583
Re: multithread
It would be excellent if the heavy lifting could be distributed to more CPU cores/threads. Possibly, give an option for a player to set the number of cores for the game to use, but at least quadruple the current default of 1. You should read the 20-page-long, non-necro post on this topic with expla...
- Tue Apr 12, 2022 7:50 am
- Forum: Off topic
- Topic: Studying Game Development
- Replies: 2
- Views: 603
Re: Studying Game Development
You don't need to wait until you have studied game design until you can start making games. You can start make games today. You will need to have game-making as a hobby to actually become proficient at making games. Programming is important. You can't just sell ideas without proving yourself first m...
- Mon Apr 11, 2022 11:46 am
- Forum: Mods
- Topic: [MOD 0.17] Ice Ore
- Replies: 30
- Views: 6402
Re: [MOD 0.17] Ice Ore
My mistake - I was meant to have said just add to data, not data updates. It works! Version: 1.1.5 Date: 2022-04-10 Info: - Updated by Qon, on request by lyvgbfh. Features: - Added compatibility with Omnimatter mod. 1:5 as initial ratio seems very hard. Omnimatter can be used as fuel directly so co...
- Mon Apr 11, 2022 8:41 am
- Forum: Mods
- Topic: [MOD 0.17] Ice Ore
- Replies: 30
- Views: 6402
- Sun Apr 10, 2022 7:13 pm
- Forum: Modding help
- Topic: Play a sound position-independently for all passengers of a train
- Replies: 4
- Views: 270
Re: Play a sound position-independently for all passengers of a train
Hey, nice solution! Good job!
- Sun Apr 10, 2022 6:41 pm
- Forum: Modding discussion
- Topic: Licensing question about interactions between mods
- Replies: 13
- Views: 512
Re: Licensing question about interactions between mods
Is it possible for a mod's license to protect it's entities, recipes, items, technologies, etc, from being altered by a third party mod through factorio's data.raw table? I'm 99.9% sure that the answer is no, but someone asked a question about a mod's license possibility of reading 'the mod must no...