Search found 2538 matches
- Fri Dec 09, 2022 2:56 am
- Forum: Resource Spawner Overhaul
- Topic: No non-starter resources near spawn in 1.0
- Replies: 12
- Views: 5538
Re: No non-starter resources near spawn in 1.0
but also would let you fool biters by setting base one to 600% and resource one to 100%. To be fair, the vanilla game already lets you do this. :) But also, for those of us that set the resource regions to something huge, it'd be good to have a larger guaranteed no biter area around us without havi...
- Thu Dec 08, 2022 1:25 am
- Forum: Ideas and Suggestions
- Topic: New train stop "condition" "switch to manual operation"
- Replies: 22
- Views: 3744
Re: New train stop "condition" "switch to manual operation"
A schedule entry with no condition has a specific (but relatively rarely used, I think) purpose, which is to make the station a waypoint. This makes no sense. Any station is already a waypoint, without being part of one train's schedule... 😳 I don't understand this comment. If a station is not a pa...
- Wed Dec 07, 2022 8:48 pm
- Forum: Ideas and Suggestions
- Topic: New train stop "condition" "switch to manual operation"
- Replies: 22
- Views: 3744
Re: New train stop "condition" "switch to manual operation"
This actually reminds me, there are some mods in regards to this kind of stuff. I know you're looking for it in the base game, but until it's implemented, or in case it never is: https://mods.factorio.com/mod/manual-trains-at-temp-stops https://mods.factorio.com/mod/Shuttle_Train_Continued https://m...
- Wed Dec 07, 2022 6:48 pm
- Forum: Ideas and Suggestions
- Topic: New train stop "condition" "switch to manual operation"
- Replies: 22
- Views: 3744
Re: New train stop "condition" "switch to manual operation"
A schedule entry with no condition has a specific (but relatively rarely used, I think) purpose, which is to make the station a waypoint. Changing the behaviour when no condition is set would break that use, although it could be restored by adding a "Waypoint" pseudo-condition. I think it...
- Mon Dec 05, 2022 2:12 pm
- Forum: Modding discussion
- Topic: Radiobutton discussion
- Replies: 10
- Views: 1199
Re: Documentation Improvement Requests
I haven't done UIs in Factorio, so I don't know what they have for containers, but what I'm used to is being able to put in smaller containers within the main one for exactly that purpose. GUIs in Factorio have different types of containers, which may be nested. There are frames, flows, and scroll-...
- Sun Dec 04, 2022 10:46 pm
- Forum: Won't implement
- Topic: [lua][feature] User defined data attached to lua entity
- Replies: 6
- Views: 1837
- Sun Dec 04, 2022 7:14 pm
- Forum: Won't implement
- Topic: [lua][feature] User defined data attached to lua entity
- Replies: 6
- Views: 1837
Re: [lua][feature] User defined data attached to lua entity
First, I want to note that all of these modding feature request threads you've been making belong to the Modding Interface Requests subforum. But, as for this particular request, you may want to give this related (and refused) modding feature request thread a read: https://forums.factorio.com/viewto...
- Sun Dec 04, 2022 6:05 am
- Forum: Technical Help
- Topic: Crash to desktop on Factorio startup at 95%
- Replies: 9
- Views: 1271
Re: Crash to desktop on Factorio startup at 95%
Apologies, should have been clearer. It's possible for them to install or become corrupt. Even if all you're doing is reinstalling the same version, it may be worth a try.
- Sat Dec 03, 2022 4:25 pm
- Forum: Minor issues
- Topic: [1.1.73] LuaTechnology artillery upgrades has upgrade set to false
- Replies: 3
- Views: 1089
Re: [1.1.73] LuaTechnology artillery upgrades has upgrade set to false
I think this may be related: viewtopic.php?f=23&t=103658
- Sat Dec 03, 2022 4:16 pm
- Forum: Technical Help
- Topic: Crash to desktop on Factorio startup at 95%
- Replies: 9
- Views: 1271
Re: Crash to desktop on Factorio startup at 95%
Just as a side note, if this is the graphics driver, sometimes the drivers can install corrupt. I had it happen to me once. Fresh windows install, installed all the latest drivers fresh, but Factorio kept crashing. I uninstalled my graphics driver and used one of those cleanup tools to make sure not...
- Sat Dec 03, 2022 4:10 pm
- Forum: Technical Help
- Topic: [1.1.72]Crash while away for 10-15m
- Replies: 11
- Views: 2212
Re: [1.1.72]Crash while away for 10-15m
Have you tried running something like memtest86 to make sure you don't just have bad sticks? Iirc, you'll need to run it 8+ times to be sure of any good results.
- Sat Dec 03, 2022 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Moderate the post "Read this OR be ignored!"
- Replies: 25
- Views: 4388
- Sat Dec 03, 2022 2:00 pm
- Forum: Ideas and Suggestions
- Topic: Autosave: Set location?
- Replies: 9
- Views: 2227
Re: Separate autosave location
Pretty much a dup of: viewtopic.php?f=6&t=42161
Related (same request for different reason): viewtopic.php?f=6&t=59775
Related (same request for different reason): viewtopic.php?f=6&t=59775
- Fri Dec 02, 2022 5:51 pm
- Forum: News
- Topic: We support Ukraine
- Replies: 3346
- Views: 463274
Re: We support Ukraine
Well, the balance of power didn't really shift with that, so.... Quiz >>> It is blank map a satellite photo, could you find Ukraine borders ? :idea: And what does this have to do with elections in the US ... Nothing. 1. this topic is about Ukraine 2. " the balance of power didn't really shift ...
- Fri Dec 02, 2022 5:45 pm
- Forum: Modding discussion
- Topic: Radiobutton discussion
- Replies: 10
- Views: 1199
Re: Documentation Improvement Requests
"radiobutton": A clickable element that is functionally identical to a checkbox, but has a circular appearance. Relevant event: on_gui_checked_state_changed Yes, I had already read that, but every place where I've used radios have something implemented in the backend so any radios placed ...
- Fri Dec 02, 2022 2:54 pm
- Forum: Modding discussion
- Topic: Radiobutton discussion
- Replies: 10
- Views: 1199
Re: Documentation Improvement Requests
Additionally, their uses are also different. In a group of checkboxes, you can select multiple. In a group of radiobuttons, selecting one deselects the rest. (At least, this is how they're supposed to work. I don't know if Factorio has anything implemented for that automatically or not.) I believe ...
- Fri Dec 02, 2022 1:07 pm
- Forum: News
- Topic: We support Ukraine
- Replies: 3346
- Views: 463274
Re: We support Ukraine
Well, the balance of power didn't really shift with that, so.... Quiz >>> It is blank map a satellite photo, could you find Ukraine borders ? :idea: https://lecourrierdesstrateges.fr/wp-content/uploads/2022/12/UkraineDarknessMW.jpg And what does this have to do with elections in the US and, to quot...
- Thu Dec 01, 2022 10:16 pm
- Forum: News
- Topic: We support Ukraine
- Replies: 3346
- Views: 463274
Re: We support Ukraine
-I can't argue with an election expert like you. Of course, the 49-51% victory in the elections is a good argument for the right decisions and the support of citizens. Well, the balance of power didn't really shift with that, so.... Thanks for reminding me of my posts. All the same: NO support for ...
- Wed Nov 30, 2022 3:31 pm
- Forum: Modding discussion
- Topic: Radiobutton discussion
- Replies: 10
- Views: 1199
Re: Documentation Improvement Requests
https://lua-api.factorio.com/latest/LuaGuiElement.html Just being nitpicky with the description of "radiobutton" type. Functionally I think it is a little bit different from checkbox - when you click a selected checkbox it will deselect, but if you click a selected radio button it stays s...
- Wed Nov 30, 2022 3:15 pm
- Forum: Gameplay Help
- Topic: Occasionally not detecting full fluid wagon
- Replies: 10
- Views: 1617
Re: Occasionally not detecting full fluid wagon
Circuit network rounds down, unless it's a fluid in (0, 1], which is rounded up (to 1). Most, if not all, other displays round normally. So, even if the wagon is at 24999.999 and everything displays "25k", the circuit network will see 24999 which is less than 25000 so the condition is not...