Search found 111 matches
- Fri Jun 15, 2018 11:09 pm
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 141
- Views: 53723
Re: Friday Facts #247 - Pricing and its exploits
Satisfactiory overshadowing Factorio? Gimme a break :) Early and mid-game Factorio - possible, but end-game and megabase level gameplay - not a chance :) I agree. I'll doubtless play both, unless Satisfactory has crippling issues. Which with small dev titles, it is a very real possibility (I would ...
- Fri May 18, 2018 11:08 pm
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 50490
Re: Friday Facts #243 - New GUI tileset
New GUI looks very slick.
- Fri Mar 30, 2018 1:53 pm
- Forum: News
- Topic: Friday Facts #236 - Building a rollup
- Replies: 63
- Views: 37528
Re: Friday Facts #236 - Building a rollup
My god, it's full of belts.
- Fri Mar 09, 2018 6:50 pm
- Forum: News
- Topic: Friday Facts #233 - Wiki admin
- Replies: 23
- Views: 12642
Re: Friday Facts #233 - Wiki admin
Bilka is also great at helping people out on the Factorio discord. Many props to him.
- Fri Feb 16, 2018 5:24 pm
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 40201
Re: Friday Facts #230 - Engine modernisation
It's always nice to see that not only do we get new features, but the underlying code/foundation to the game is being looked after as well. I want Factorio to have a very long lifetime.
- Mon Feb 12, 2018 2:55 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113496
Re: [MOD 0.14] Alien Biomes
Hi, Made a topic on the mod discussion page but just to give a quick tl;dr here. My computer can't really seem to handle the current incarnation of Alien Biomes. Would it be possible for a pared down version of this mod to be made focusing on the more distinct biomes? Akin to the older versions. Tha...
- Fri Feb 02, 2018 7:43 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 70813
Re: Friday Facts #228 - High resolution turrets
Suggestion for the laser turrets: Randomize exactly where it connects with the biters ever so slightly. Or maybe have it vary slightly based on direction...
- Wed Jan 24, 2018 3:29 pm
- Forum: Modding interface requests
- Topic: LuaSurface.darkness -> RW
- Replies: 3
- Views: 854
Re: LuaSurface.darkness -> RW
Darkness is a calculated value based off the current daytime and the daytime length values. No matter what I set them too -- even with dusk at 0.01, evening at 0.02, morning at 0.94, dawn at 0.95, with a day 750,000 ticks long -- I can't seem to get darkness to go above 85% ish (technically it's li...
- Wed Jan 24, 2018 10:22 am
- Forum: Modding interface requests
- Topic: LuaSurface.darkness -> RW
- Replies: 3
- Views: 854
Re: LuaSurface.darkness -> RW
Or, since there's already a few variables to customize the day-night cycle... maybe add one to change the "maximum darkness" to be above 86%?
- Wed Jan 24, 2018 10:06 am
- Forum: Modding interface requests
- Topic: LuaSurface.darkness -> RW
- Replies: 3
- Views: 854
LuaSurface.darkness -> RW
It would be neat if we could write to LuaSurface.darkness. Mostly for when we want things to be reeeeeally dark...
- Wed Jan 24, 2018 4:48 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.16] can_insert returns true when should be false
- Replies: 5
- Views: 2781
Re: [Rseding91] [0.16.16] can_insert returns true when should be false
Awesome, thanks!Rseding91 wrote:Ah I see. It's now fixed for the next version of 0.16.
- Tue Jan 23, 2018 7:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.16] can_insert returns true when should be false
- Replies: 5
- Views: 2781
Re: [0.16.16] can_insert returns true when should be false
https://youtu.be/4DI40jhLKgI
Here's a video showing the issue, default vanilla map with no mods loaded and so forth.
Here's a video showing the issue, default vanilla map with no mods loaded and so forth.
- Tue Jan 23, 2018 6:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.16] can_insert returns true when should be false
- Replies: 5
- Views: 2781
Re: [0.16.16] can_insert returns true when should be false
Please post some example save file where it fails to work correctly. can_insert returns true if *any part* of the given stack can be put into the inventory. It doesn't care if only 1 of the 15,000,000 iron plates you're asking about can fit it will still return true - which is why it returns the co...
- Mon Jan 22, 2018 8:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.16] can_insert returns true when should be false
- Replies: 5
- Views: 2781
[Rseding91] [0.16.16] can_insert returns true when should be false
Using code as follows: local gridinventory = armor.grid.take_all() for gear, cnt in pairs(gridinventory) do if player.can_insert({name=gear, count=cnt}) then player.insert({name=gear, count=cnt}) else --player.print("WARNING: Inventory full.") player.surface.spill_item_stack(player.positio...
- Mon Jan 22, 2018 7:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.16] Low graphics settings and equipment grids
- Replies: 1
- Views: 2473
[Rseding91] [0.16.16] Low graphics settings and equipment grids
Low graphics settings makes equipment grids very difficult to use, especially on high resolution displays. https://i.imgur.com/eWY9Kdk.png To reproduce: 1. Set sprite resolution to 'very low' and restart the game. 2. spawn yourself any power armor (and optionally, some grid equipment to place in it)...
- Mon Jan 22, 2018 5:03 pm
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 35753
Re: Friday Facts #226 - New mod portal & other news
So when do we get mod portal notifications..?
- Wed Jan 17, 2018 7:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Mod Portal] Error on Upload Image
- Replies: 2
- Views: 1049
[Mod Portal] Error on Upload Image

I was trying to upload the attached file to Toxic Forest's image gallery. Retrying several times produced the same result.
- Sat Jan 13, 2018 10:21 pm
- Forum: Mods
- Topic: [MOD 0.13] DayNightExtender - longer day/night cycles
- Replies: 38
- Views: 15758
Re: [MOD 0.13] DayNightExtender - longer day/night cycles
Would it be possible to have the multiplier as a setting in settings.lua? (So we can change it more easily).
Thanks
Thanks
- Fri Jan 12, 2018 6:57 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 312966
Re: Friday Facts #225 - Bots versus belts (part 2)
Love the splitter buff. A very minor "interaction time" penalty on bots dropping items in chests might help? Instead of infinite bots interacting simultaneously, limit it by game update tick or something. So it doesn't have to be a drastic reduction, just moving bots back down closer to ma...
- Thu Jan 11, 2018 9:51 pm
- Forum: Implemented mod requests
- Topic: event for on_crafting_started/pre_item_consumed
- Replies: 0
- Views: 418
event for on_crafting_started/pre_item_consumed
Hi, I would like to request an event that fires when crafting is started or an item is about to be consumed. I'm trying to make a mod with upgradeable power armor, where the previous tier of armor is consumed as part of the recipe for the next tier. However, when power armor is used in a recipe, the...