Search found 152 matches
- Wed Jul 12, 2017 3:00 pm
- Forum: Gameplay Help
- Topic: Productivity and speed module have cap ?
- Replies: 6
- Views: 2818
Re: Productivity and speed module have cap ?
The cap is probably referring to maximum productivity the game can handle. Probably if due to insane productivity you complete several hundreds product per tick the machine can't put more item to the output inventory.
- Tue Jul 11, 2017 9:40 pm
- Forum: Modding help
- Topic: general questions about modding
- Replies: 10
- Views: 2859
Re: general questions about modding
Next Question Q2 : Why do collisions need masks? The term 'collision mask' begs the question, what does an unmasked collision look like? I assume it looks bad, thats why it needs a mask, so we don't have to look at it. I think you better read a modding tutorial and read the modding api first, lots ...
- Tue Jul 11, 2017 8:35 pm
- Forum: Modding help
- Topic: electric2x2 fail
- Replies: 6
- Views: 1625
Re: electric2x2 fail
Unzip the mod, go to prototypes folder inside the mod, open entities.lua, change line 52 to this
filename = "__base__/graphics/entity/electric-furnace/electric-furnace-base.png",
filename = "__base__/graphics/entity/electric-furnace/electric-furnace-base.png",
- Tue Jul 11, 2017 8:27 pm
- Forum: Modding help
- Topic: general questions about modding
- Replies: 10
- Views: 2859
Re: general questions about modding
The title is completely different than the content of your question. You should write "doodad" in the title so people know what are you asking at a glance. Answer : Doodad is decoratives, cosmetic only stuffs. "doodad-layer" is one possible collision mask usually used so that 2 d...
- Tue Jul 11, 2017 8:14 pm
- Forum: Ideas and Suggestions
- Topic: Train Labels
- Replies: 19
- Views: 5536
Re: Train Labels
This is a good QOL suggestion. If the devs read this, I can't see why it shouldn't be implemented.
- Tue Jul 11, 2017 8:07 pm
- Forum: Ideas and Suggestions
- Topic: Automatic infinite research
- Replies: 21
- Views: 5555
Re: Automatic infinite research
What happens to the science progress done if you let it run all night and are only halfway finished with mining productivity 798234, but had forgotten to change it to bot speed 9000 and want to change it before it's complete? The progress is saved, meaning if you are already 70% at mining prod 7982...
- Tue Jul 11, 2017 7:53 pm
- Forum: Ideas and Suggestions
- Topic: Automatic infinite research
- Replies: 21
- Views: 5555
Re: Automatic infinite research
Well, that's why I said make it an option.bobingabout wrote:Depending on where you are and what you're doing, automatically starting the next level of infinite research... Might not be something I'd actually want.
- Tue Jul 11, 2017 3:27 am
- Forum: Ideas and Suggestions
- Topic: Automatic infinite research
- Replies: 21
- Views: 5555
Automatic infinite research
TL;DR The game should automatically assign the next level of research for technology that has infinite level. What ? The game should automatically assign the next level of research for technology that has infinite level, possibly starting from when it has space science as requirement. At least give...
- Mon Jul 10, 2017 3:17 pm
- Forum: Railway Setups
- Topic: high capacity unloading station
- Replies: 13
- Views: 49147
Re: high capacity unloading station
Waiting bay are much thinner than actual station, also for a station that thin, the throughput is severely limited. Also without waiting bay, you rarely able to make a station has near 100% uptime (duration it is loading/unloading). Since the throughput of a station also depends on its uptime, it is...
- Sun Jul 09, 2017 2:29 pm
- Forum: General discussion
- Topic: The Research Theory
- Replies: 2
- Views: 1384
Re: The Research Theory
Do you use productivity module on everything possible? Because if yes, the numbers shouldn't be that high. I got 100 iron, 50 copper, 136 crude oil from my calculation including space science. For your information, there is a mod that gives you in-game production calculator including what modules yo...
- Sun Jul 09, 2017 10:02 am
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 22339
Re: [MOD 0.15] Diesel Locomotive
No...dtoxic wrote:any workaround for this not working with 15.28?
- Fri Jul 07, 2017 8:36 am
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 22339
Re: [MOD 0.15] Diesel Locomotive
This mod no longer works since 0.15.28 because the devs now has restricted a lot of features about trains and rails to be unmodable.
- Tue Jul 04, 2017 2:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.26] Save corrupted when uninstalling mod
- Replies: 7
- Views: 1470
Re: [0.15.26] Save corrupted when uninstalling mod
Nah, it's submitted already. I'm not saving any time, sadly.
- Tue Jul 04, 2017 2:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.26] Save corrupted when uninstalling mod
- Replies: 7
- Views: 1470
Re: [0.15.26] Save corrupted when uninstalling mod
Do I just accidentally killed my own mod? Btw, this bug doesn't happen only for different rail category, normal rail category also bugged.
- Tue Jul 04, 2017 8:21 am
- Forum: Mods
- Topic: [MOD 0.15] Overmind
- Replies: 6
- Views: 3868
Re: [MOD 0.15] Overmind
I have no idea, one of your mod that tweaks spawner might be incompatible with my mod. It seems like my mod fails to detect some biter spawner in that game. I will try to find a way to work on this.
- Tue Jul 04, 2017 7:52 am
- Forum: Ideas and Suggestions
- Topic: Allow taking map screenshot
- Replies: 0
- Views: 537
Allow taking map screenshot
TL;DR Allow a script to take screenshot of the game map (the pixelated map, not the game surface) What ? Exactly as the title and tldr Why ? At some point, megafactories or gigafactories, taking screenshot of your whole factory really obscures the detail and most machines look a bit same-ish from c...
- Tue Jul 04, 2017 4:23 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.26] Save corrupted when uninstalling mod
- Replies: 7
- Views: 1470
Re: [0.15.26] Save corrupted when uninstalling mod
Is it related to this viewtopic.php?f=23&t=49820
- Tue Jul 04, 2017 4:00 am
- Forum: Ideas and Suggestions
- Topic: Enable God mode/spectator mode on replay
- Replies: 0
- Views: 623
Enable God mode/spectator mode on replay
Why do we see replay? Because we want to see the process of our factory came to be. So, I think it is nice to see your factory in an overview during replay as an option. Plus, if possible, allow script to take screenshot during replay. This will aid making timelapse so much.
- Mon Jul 03, 2017 8:01 am
- Forum: Mods
- Topic: [MOD 0.15] Overmind
- Replies: 6
- Views: 3868
[MOD 0.15] Overmind
Type: Mod Name: Overmind Description: Make biter base interconnected on creep and create special biter based on what resources are around License: MIT Version: 0.1.1 Release: 2017-06-19 Tested-With-Factorio-Version: 0.15.23 Category: Gameplay Tags: Enemies Download-Url: https://mods.factorio.com/api...
- Mon Jul 03, 2017 5:50 am
- Forum: General discussion
- Topic: I think I've built myself into a corner.... well 4.
- Replies: 9
- Views: 4027
Re: I think I've built myself into a corner.... well 4.
It seems pretty significant, cutting away unused areas might work for a while.