Search found 478 matches
- Sun Sep 29, 2019 7:50 pm
- Forum: Ideas and Suggestions
- Topic: HEMP DEVELOPMENT AND PROCESSING
- Replies: 1
- Views: 761
Re: HEMP DEVELOPMENT AND PROCESSING
Been playing for a minute. Searched for my topic and it didn't come up. A 3x3(4 or 5)Plantation square with something resembling an old colonial house on it growning the product. Factorys of a sort that process the bails. Those could burned as fuel (biomass) or pressed into oil, which could be simp...
- Sat Sep 28, 2019 11:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.17.69] CTD on load saved game related to Fluidboxmanager
- Replies: 2
- Views: 1693
[Dominik] [0.17.69] CTD on load saved game related to Fluidboxmanager
Hey All, I have a map crashing with the following stacktrack: Factorio crashed. Generating symbolized stacktrace, please wait ... Raw stacktrace: 0xb4bd58, 0xd180ed, 0x9f1c59, 0xa0b15f, 0xb9b119, 0xb9b21c, 0xafd7d5, 0xb9aec4, 0xb9e60b, 0xc6b1a6, 0xc6bcd2, 0xb8ae00, 0x81b836, 0x11c4705, 0x8e77ab, 0xf...
- Sat Sep 28, 2019 1:57 pm
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 28561
Re: [MOD 0.17+] Adamo Mods
Nah, for the data stage it were mostly Reika's mods not liking what other mods did (and also having to update Concrete Poles to 0.17). I gave up because hanging in the graphics stage (IIRC) didn't provide any feedback as to what was wrong - so I'm playing it safe again, adding mods small batch by s...
- Sat Sep 28, 2019 1:45 pm
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 28561
Re: [MOD 0.17+] Adamo Mods
Hey BlueTemplar, Could you give me more information about what you mean? Some of these 414 mods were mine, or were suggested by me at some point (i.e. through my catalogue mod)? Did you have trouble getting my mods to load along with some other mods, specifically? I know Simple Silicon is going to ...
- Fri Sep 27, 2019 5:43 pm
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 28561
Re: [MOD 0.17+] Adamo Mods
Ahh, thanks for explaining in detail. I am meticulous about avoiding bugs. We had been using these mods in various forms for over a year before I started releasing them to the mod portal (and there are still many yet to be released!). I do use migrations in terms of moving names between changes, bu...
- Thu Sep 26, 2019 6:24 pm
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 28561
Re: [MOD 0.17+] Adamo Mods
Very much appreciate your interest. I tried to give more complete descriptions of my mods in the mod portal entry for each mod, which you probably know how to find using the link in the original post. Regarding calibrations, I'll say a bit here since I have not done a description for that mod. In l...
- Tue Sep 24, 2019 8:56 pm
- Forum: Modding help
- Topic: Copying the ingredients from another recipe
- Replies: 12
- Views: 2803
Re: Copying the ingredients from another recipe
As far as i know "smelting" recipes can have any number ingredients, both item and fluid. But furnaces will ignore any recipe with more than one item (vague speculation). I have heavily tested this and can confirm this is correct. The game enforces this limitation by only allowing a furna...
- Tue Sep 24, 2019 7:17 pm
- Forum: Modding help
- Topic: Copying the ingredients from another recipe
- Replies: 12
- Views: 2803
Re: Copying the ingredients from another recipe
As far as i know "smelting" recipes can have any number ingredients, both item and fluid. But furnaces will ignore any recipe with more than one item (vague speculation). I have heavily tested this and can confirm this is correct. The game enforces this limitation by only allowing a furna...
- Tue Sep 24, 2019 3:24 pm
- Forum: Ideas and Suggestions
- Topic: Thermal power plant
- Replies: 34
- Views: 8590
Re: Thermal power plant
Note that AFAIK steam engines/turbines also in theory support the effectivity keyword. (Thanks Bilka!) I can confirm this is true, because I use it in my physics mod. If Bilka is responsible for keeping that in, I want to send him a cake. I don't know about keeping the mechanics, but having it show...
- Tue Sep 24, 2019 12:14 am
- Forum: Ideas and Suggestions
- Topic: Thermal power plant
- Replies: 34
- Views: 8590
Re: Thermal power plant
Just out of wanting to understand you, here, why do you think that oil-fired boilers should be more efficient than solid fuel boilers? I think in terms of the gameplay choices, solid fuel is more of just a "stand in" for using fluid as fuel directly due to a number of issues related to th...
- Mon Sep 23, 2019 10:41 pm
- Forum: Ideas and Suggestions
- Topic: Thermal power plant
- Replies: 34
- Views: 8590
Re: Thermal power plant
I can confirm this is true, because I use it in my physics mod. If Bilka is responsible for keeping that in, I want to send him a cake.BlueTemplar wrote: βMon Sep 23, 2019 10:25 pmNote that AFAIK steam engines/turbines also in theory support the effectivity keyword. (Thanks Bilka!)
- Mon Sep 23, 2019 8:47 pm
- Forum: Ideas and Suggestions
- Topic: Thermal power plant
- Replies: 34
- Views: 8590
Re: Thermal power plant
The thinking was adding an oil or gas powered boiler that can reach higher temperatures and better energy efficiency for fuel, thus giving a reason to move into turbines and heatpipes before nuclear. Just to be clear, there is no efficiency difference between the lower and higher temperatures. It's...
- Mon Sep 23, 2019 6:58 am
- Forum: Ideas and Suggestions
- Topic: Thermal power plant
- Replies: 34
- Views: 8590
Re: Thermal power plant
P.S.: Also there are tons of mods that add things like this : KS_Power, Bob's, Adamo 's ... π And yeah, I agree with BlueTemplar. It's perfectly viable already, and the mods mentioned just add more methods, but there's little fundamental difference to just burning solid fuel. So I definitely recomm...
- Fri Sep 20, 2019 2:38 am
- Forum: Modding discussion
- Topic: Lua command to edit modded resource density?
- Replies: 6
- Views: 2819
Re: Lua command to edit modded resource density?
Edit: I was wrong.
- Thu Sep 19, 2019 2:39 pm
- Forum: Technical Help
- Topic: Mods management for different savegames???
- Replies: 9
- Views: 7141
Re: Mods management for different savegames???
The only trick I know you can use in the game would be to setup your mod list for your new saved game the first time, then start and save the game. Then any time you load either game, you would first click the "sync mods" button for that saved game, which will sync your client's mod to th...
- Thu Sep 19, 2019 2:19 am
- Forum: Ideas and Suggestions
- Topic: Moveable toolbar shortcuts
- Replies: 2
- Views: 1128
Re: Moveable toolbar shortcuts
Hey there. It sounds like nobody has told you yet that you can use the middle mouse button to set and unset the toolbar items while holding an item in your hand. Try that! I'm pretty sure this and other useful information is shared in the tips and tricks that pops up at the beginning of a new game.
- Wed Sep 18, 2019 10:52 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 40650
Re: Friday Facts #310 - Glowing Heat pipes
Totally agreed. This is one of the major draws of factorio for many of us, I'm certain. Not all, of course. For example, I was sad when they took away efficiencies, but as long as it's still in the engine, I'm happy to just use my mod to reintroduce them. No game model is going to be perfect, and s...
- Wed Sep 18, 2019 6:05 pm
- Forum: Modding help
- Topic: Item subgroup vs recipe subgroup
- Replies: 5
- Views: 1305
Re: Item subgroup vs recipe subgroup
Ahh, yes, good to know.
- Wed Sep 18, 2019 3:39 pm
- Forum: Modding help
- Topic: Item subgroup vs recipe subgroup
- Replies: 5
- Views: 1305
Re: Item subgroup vs recipe subgroup
Sounds like you're pretty close. According to my testing, recipes will inherit orderings and groups from the associated items under certain conditions, at least. If it's just a single item or fluid result, then it acts essentially as you've described. The best thing, if there are multiple items, is...
- Wed Sep 18, 2019 2:06 pm
- Forum: Implemented Suggestions
- Topic: Persistant notifications to the player when queued researches are completed
- Replies: 21
- Views: 5239
Re: Research complete celebrations
... Unless you had additional research in the queue - then it will just change immediately to the new one. I'm just as forgetful as the OP; I think my engineer hasn't yet fully recovered from the concussion sustained in the crash-landing. :? And it's not always clear from looking at the technology ...