A solution could be to (dis)allow manual crafting for the recipes?
I'm sure it would fix it. That can be done by going recipe.lua and adding...
category = "advanced-crafting",
...to each uncompress recipes. I don't know which one is better in the end. I could live with seeing the compressed ...
Search found 535 matches
- Tue May 02, 2017 9:29 am
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 22198
- Mon May 01, 2017 1:19 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 90
- Views: 66188
Re: [MOD 0.15] VehicleSnap
That's really nice code. You changed so much though that i don't know for sure if things still work or not. I had checks to ensure that mod works even in the case that it's added after the world was created, or if mod was updated.
if pdata.player_ticks > 1 then
That's first reference to player ...
if pdata.player_ticks > 1 then
That's first reference to player ...
- Mon May 01, 2017 8:39 am
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 90
- Views: 66188
Re: [MOD 0.14] VehicleSnap
It seems possible: https://forums.factorio.com/viewtopic.php?f=25&t=30644
Any key suggestions? It might be that to change keys one would have to open the zip file and edit a file. Shift-V is 1 option that comes to mind.
Also since it's multiplayer compatible mod, i'd have to globally sync the ...
Any key suggestions? It might be that to change keys one would have to open the zip file and edit a file. Shift-V is 1 option that comes to mind.
Also since it's multiplayer compatible mod, i'd have to globally sync the ...
- Sun Apr 30, 2017 9:13 pm
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 22198
Re: [MOD 0.14] Ore and plate compress
Even after i changed all item subgroups to "intermediate-product" i get this:
refinery_w_compressed.jpg
I don't know how to fix it... Seems Factorio itself calculates the material costs some way i can't influence it?
Anyway on the live build the values are still "raw-material" and it would serve ...
refinery_w_compressed.jpg
I don't know how to fix it... Seems Factorio itself calculates the material costs some way i can't influence it?
Anyway on the live build the values are still "raw-material" and it would serve ...
- Sun Apr 30, 2017 8:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.5] Crash with compressed coal (mod item) in boiler
- Replies: 4
- Views: 3481
Re: [0.15.5] Crash with compressed coal (mod item) in boiler
API says it can be nil (not specified?)
http://lua-api.factorio.com/0.15.5/LuaI ... l_category
http://lua-api.factorio.com/0.15.5/LuaI ... l_category
- Sun Apr 30, 2017 7:40 pm
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 22198
Re: [MOD 0.14] Ore and plate compress
Thanks, i guess i should remove the compressed coal usability as fuel anyway. Some other compression mods let it be used as fuel too.
Oh, at the same time i might look into changing subgroup = "raw-material", to something else on Plate Compress and ore too maybe. I believe that is the reason ...
Oh, at the same time i might look into changing subgroup = "raw-material", to something else on Plate Compress and ore too maybe. I believe that is the reason ...
- Thu Apr 27, 2017 4:35 pm
- Forum: Modding help
- Topic: [0.15] Locale not working
- Replies: 2
- Views: 1303
Re: [0.15] Locale not working
That worked, ty... Would look more readable though with spaces.
- Thu Apr 27, 2017 4:22 pm
- Forum: Modding help
- Topic: [0.15] Locale not working
- Replies: 2
- Views: 1303
[0.15] Locale not working
I don't understand why locale stopped working for item and tech name. It was fine in 0.14. Can't see what other mods do differently either even though it works in them. What i see in Factorio is
Unknown key:"technology-name.orecompresstech"
Unknown key:"item-name.compressed-copper-ore"
etc...
In ...
Unknown key:"technology-name.orecompresstech"
Unknown key:"item-name.compressed-copper-ore"
etc...
In ...
- Thu Apr 27, 2017 3:02 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 291952
Re: [MOD 0.14] Warehousing v0.0.11
There's unofficial update at https://mods.factorio.com/mods/kingarth ... sing%20v15
But there is 1 thing i'd recommend changing; make Logistics Warehousing tech require Logistics System. Because now you can cheat by having requester warehouses much earlier than requester chests.
But there is 1 thing i'd recommend changing; make Logistics Warehousing tech require Logistics System. Because now you can cheat by having requester warehouses much earlier than requester chests.
- Tue Apr 25, 2017 10:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] FPS issues with High Resolution steam engines
- Replies: 8
- Views: 3978
Re: [0.15.0] FPS issues with High Resolution steam engines
Just coming to confirm that smoke is causing significant FPS decrease with only 40 steam engines. I have high resolution sprites, but after i disable smoke it's well at 60 fps. Also burning a big forest down can bring it down to 20 fps.
- Sun Apr 02, 2017 2:58 pm
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 22198
Re: [MOD 0.14] Ore and plate compress
What you're asking is done in https://mods.factorio.com/mods/Nexela/compressor , it has a special machine for compressing.
- Thu Mar 16, 2017 6:23 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Specialized oil refineries (not 3 at once)
- Replies: 49
- Views: 43893
Re: [MOD 0.12.x] Specialized oil refineries (not 3 at once)
You should keep this forum thread as the mod's homepage, just because email notification on new comments and bug reports.
Was it intended that we can't use productivity modules with specialized refineries? Chemicals are a subgroup of Intermediate products https://wiki.factorio.com/Productivity_module
Was it intended that we can't use productivity modules with specialized refineries? Chemicals are a subgroup of Intermediate products https://wiki.factorio.com/Productivity_module
- Sat Feb 18, 2017 3:16 pm
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 22198
Re: [MOD 0.14] Ore and plate compress
Any chance to get Bobs and Angels support?
Someone else should do that, i haven't played with those mods myself. I recently posted there: https://www.reddit.com/r/factorio/comments/5ulrqv/rise_of_item_compression_mods/
as there are couple other mods that may support those already. But what most ...
Someone else should do that, i haven't played with those mods myself. I recently posted there: https://www.reddit.com/r/factorio/comments/5ulrqv/rise_of_item_compression_mods/
as there are couple other mods that may support those already. But what most ...
- Tue Feb 14, 2017 4:22 pm
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 22198
[MOD 0.17] Ore and plate compress
This is discussion thread for mods OreCompress and PlateCompress. Information and downloads are at:
https://mods.factorio.com/mods/Zaflis/OreCompress
https://mods.factorio.com/mods/Zaflis/PlateCompress
https://mods.factorio.com/mods/Zaflis/OreCompress
https://mods.factorio.com/mods/Zaflis/PlateCompress
- Sat Feb 11, 2017 11:32 am
- Forum: Technical Help
- Topic: Why is my savefile still so large?
- Replies: 5
- Views: 2933
Re: Why is my savefile still so large?
What kind of entities could that be?
- Sat Feb 11, 2017 10:22 am
- Forum: Technical Help
- Topic: Why is my savefile still so large?
- Replies: 5
- Views: 2933
Re: Why is my savefile still so large?
That's not exploration, i was only about to start actually exploring
What is there to take so much data for empty tiles?
- Sat Feb 11, 2017 9:18 am
- Forum: Technical Help
- Topic: Why is my savefile still so large?
- Replies: 5
- Views: 2933
Why is my savefile still so large?
Steps i've done:
- Deconstruct everything, including all concrete.
- Use console command to delete all items on ground, such as alien artifacts.
- Use console command to clear all pollution.
- Use console command to kill all aliens.
- Use undecorator mod.
- Tried loading the game without mods and ...
- Deconstruct everything, including all concrete.
- Use console command to delete all items on ground, such as alien artifacts.
- Use console command to clear all pollution.
- Use console command to kill all aliens.
- Use undecorator mod.
- Tried loading the game without mods and ...
- Mon Jan 23, 2017 12:05 am
- Forum: Wiki Talk
- Topic: Explanation on ore richness increasing by distance?
- Replies: 8
- Views: 18143
Re: Explanation on ore richness increasing by distance?
If someone is in a reasonably advanced state of game, it would be actually fun packing up all needed stuff in inventory and start a new home far out there 
- Sun Jan 22, 2017 9:09 pm
- Forum: Wiki Talk
- Topic: Explanation on ore richness increasing by distance?
- Replies: 8
- Views: 18143
Re: Explanation on ore richness increasing by distance?
It was "really far away", further than most people will bother build trains to
And it was richest tile in that vein propably. Very difficult to say averages or anything by range without a ton of testing.
- Sat Jan 21, 2017 11:45 pm
- Forum: Gameplay Help
- Topic: Side loading a vertical "down" belt won't fully compress
- Replies: 11
- Views: 5042
Re: Side loading a vertical "down" belt won't fully compress
I'm not sure what your point is. In your examples, you're using splitters to merge two belts into one - that's where the compression happens.
If you used side loading alone, there would be (small) gaps on the output belt.
On the left i use splitters, and in the right it's sideloading. What you ...
If you used side loading alone, there would be (small) gaps on the output belt.
On the left i use splitters, and in the right it's sideloading. What you ...