Search found 292 matches
- Tue Sep 17, 2019 1:49 am
- Forum: General discussion
- Topic: Survey: How do YOU feel about FFF #309 opinions?
- Replies: 19
- Views: 6863
Re: Survey: How do YOU feel about FFF #309 opinions?
Maybe a Google survey or something would have worked better, with a link for people to see the results? There's an option to see the results next to the vote button. The results thus far have been what I've expected, though the one with bots was a bit of a surprise given the near equal result for b...
- Fri Aug 30, 2019 11:45 pm
- Forum: General discussion
- Topic: Survey: How do YOU feel about FFF #309 opinions?
- Replies: 19
- Views: 6863
Re: Survey: How do YOU feel about FFF #309 opinions?
Maybe a Google survey or something would have worked better, with a link for people to see the results?
- Sat Aug 24, 2019 6:52 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 111895
Re: Friday Facts #309 - Controversial opinions
Inserters should not chase items I never understood why inserters had a wait-for-item position that was not immediately ready to pick up an item. Why not have their wait position be on the ground/belt/machine? Then you don't have to worry about inserters chasing items or taking X frames to grab som...
- Fri May 10, 2019 5:07 pm
- Forum: General discussion
- Topic: Chest type for assembler output. What do you use and why?
- Replies: 24
- Views: 8031
Re: Chest type for assembler output. What do you use and why?
As has been said before, I use buffer chests only for things like belts and inserters, where "basic" models are used throughout the factory and eventually used to make an upgraded form (Yellow belts -> red belt, basic inserter -> fast inserter) Everywhere else, passive provider (when conne...
- Wed May 08, 2019 3:11 am
- Forum: Multiplayer / Dedicated Server
- Topic: FactoCord - A Discord Factorio bot
- Replies: 10
- Views: 12488
Re: FactoCord - A Discord Factorio bot
Hey all, It seems as though FactoCord hasn't been worked on for a while and I decided it was time to do a bit of improvement... FMCore, please roll this into the main project :) Here's what is new: Rewrote the Commands.go and main.go files to allow for arguments Added Kick, Ban and Unban commands A...
- Sun Apr 07, 2019 8:55 am
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 24793
Re: What mods are you using - and why?
My mods: Alien walls - My mod, nuf said. Bio Industries - Provides a handy way to create trees, and also provides an alternate route for certain chemicals Bob's Functions Library - needed for Bio Ind. Bottleneck - Allows me to quickly see why machines aren't producing. Bullet Trails - Makes guns a l...
- Fri Mar 29, 2019 6:57 am
- Forum: General discussion
- Topic: My base was overrun!!
- Replies: 6
- Views: 3695
Re: My base was overrun!!
I'm really enjoying this new challenge on semi-default settings. It makes my paranoid defensive buildings necessary and actually insufficient sometimes.
- Wed Mar 20, 2019 2:13 am
- Forum: Texture Packs
- Topic: [Request] Alien-stone hybrid walls
- Replies: 1
- Views: 3546
[Request] Alien-stone hybrid walls
Hi all, I'm back again! I've been working on my mod some more and with the new wall textures, the ones I was using don't really fit anymore, so if anyone would like a challenge, I would love for some art for my mod Alien Walls. For now, I'm primarily concerned about the walls and gates, but there's ...
- Tue Mar 19, 2019 11:26 pm
- Forum: Modding help
- Topic: Modify what item is returned when pressing 'Q' on an entity
- Replies: 4
- Views: 1026
Re: Modify what item is returned when pressing 'Q' on an entity
Well now, that did the trick quite nicely! ThanksBilka wrote: ↑Tue Mar 19, 2019 11:09 pmhttps://wiki.factorio.com/Prototype/Entity#placeable_by - also works with the pipette tool.
- Tue Mar 19, 2019 10:58 pm
- Forum: Modding help
- Topic: Modify what item is returned when pressing 'Q' on an entity
- Replies: 4
- Views: 1026
Re: Modify what item is returned when pressing 'Q' on an entity
Ok, that works for the player, but is there any way to get it to work for blueprints?
- Mon Mar 18, 2019 11:45 pm
- Forum: Modding help
- Topic: Modify what item is returned when pressing 'Q' on an entity
- Replies: 4
- Views: 1026
Modify what item is returned when pressing 'Q' on an entity
Hi all, I was wondering if it were possible to change the item that pops into a players 'hand' when they press 'Q' while mousing over an entity? I ask as my mod discreetly replaced certain entities when certain technologies are researched, but when a player presses 'Q' or copies them via a blueprint...
- Mon Mar 04, 2019 5:11 pm
- Forum: General discussion
- Topic: Some thoughts on 0.16 -> 0.17
- Replies: 25
- Views: 9305
Re: Some thoughts on 0.16 -> 0.17
So many +1 Some people (like me) are paranoid by nature and were already gearing up for biter attacks that just never happened in 0.16, but we still did it because you never know, man . I am one of those people. But worse. I had my perimeter wall, and then I also had outposts further out to soften u...
- Fri Mar 01, 2019 4:56 pm
- Forum: General discussion
- Topic: Not pleased with 17.1 so far...
- Replies: 65
- Views: 17715
Re: Not pleased with 17.1 so far...
I've not dived into 0.17 as hard as I would like to, mainly because I'm waiting for my favorite mods to update, so I'm not very far in. I've lucked out with my map. The closest nest is on an island, and the next closest doesn't even have any spawners, just some worms. I usually keep my pollution lev...
- Wed Feb 27, 2019 5:12 pm
- Forum: Ideas and Suggestions
- Topic: Please Bring Back Chests and Power Poles as Sources of Fuel
- Replies: 44
- Views: 11124
Re: Please Bring Back Chests and Power Poles as Sources of Fuel
Or get a recycling mod, that was my preferred route, since I could then recycle other things that became obsolete.
- Wed Feb 27, 2019 5:08 pm
- Forum: General discussion
- Topic: Not pleased with 17.1 so far...
- Replies: 65
- Views: 17715
Re: Not pleased with 17.1 so far...
Trying to do turret walks, I noticed picking up turrets is incredibly slow compared to last version. It's like the Devs are punishing us as the game develops to make it harder for an existing community as opposed to a 1.0 audience. I assume you mean 'turret creep', and yes. From what I recall, the ...
- Mon Feb 04, 2019 8:30 pm
- Forum: Modding help
- Topic: Migration help
- Replies: 6
- Views: 1299
- Mon Feb 04, 2019 9:37 am
- Forum: Modding help
- Topic: Migration help
- Replies: 6
- Views: 1299
- Mon Feb 04, 2019 9:15 am
- Forum: Modding help
- Topic: Migration help
- Replies: 6
- Views: 1299
Re: Migration help
Try this https://lua-api.factorio.com/latest/LuaBootstrap.html#LuaBootstrap.on_configuration_changed instead of on_load or on_init. The even is raised every time mod configuration changes. Just tried that, no luck. It's weird, because it works for another mod I have included, and I used it as a gui...
- Mon Feb 04, 2019 8:32 am
- Forum: Modding help
- Topic: Migration help
- Replies: 6
- Views: 1299
Migration help
Hey all, I'm trying to figure out how to trigger a function in control.lua from migration (or, alternatively, via on_load or on_init) but nothing seems to work. The function iterates through a global table and replaces entities based on research done. I've put in print commands to try and debug, but...
- Thu Jan 17, 2019 4:46 pm
- Forum: General discussion
- Topic: feedback: train signals are hard
- Replies: 30
- Views: 12490
Re: feedback: train signals are hard
I started my rail system with a circular rail-path, so no traffic-head-ons, so more throughput even if it means for some train to make the longer path. This. It's very easy to setup a circular path. Just make sure you add the stations in the right order And on the correct side of the rail. I've mad...