Search found 2575 matches
- Mon Feb 19, 2024 6:49 pm
- Forum: General discussion
- Topic: Looking for input on a Coal Power Plant mod design and Steam Engines/Boilers
- Replies: 18
- Views: 1452
Re: Looking for input on a Coal Power Plant and Steam Engines/Boilers
It is an interesting concept putting in a specific coal power plant, but it can also be seen that boilers and steam engines are already that as the internals of it, just without the outer building structure to hide them. *shrug*
- Mon Feb 19, 2024 6:27 pm
- Forum: Questions, reviews and ratings
- Topic: Can't build on Landfill
- Replies: 3
- Views: 350
Re: landfills
Enable the option "Show mod owners in tooltip" from game Settings -> Interface, on the right hand side under the Tooltips section. Next, open map editor (just do a new map), and select "Tiles" from the map editor tools, then use the search feature to find "landfill". Ho...
- Mon Feb 19, 2024 1:49 pm
- Forum: Modding interface requests
- Topic: Add events for `remote.add_interface` and `remote.remove_interface`
- Replies: 7
- Views: 464
Re: Add events for `remote.add_interface` and `remote.remove_interface`
Honestly? As a mod author attempting to make a mod to go along with another and use their remote interfaces, I'd file a bug report to their mod and explain why that's an issue doing that. I suppose if someone could come up with a great example where calling these functions dynamically would be benef...
- Mon Feb 19, 2024 5:34 am
- Forum: Modding interface requests
- Topic: Add events for `remote.add_interface` and `remote.remove_interface`
- Replies: 7
- Views: 464
Re: Add events for `remote.add_interface` and `remote.remove_interface`
Can you give a usage example on this? IE, in what situation is this useful? My understanding on remote interfaces has been such that these aren't things that are (or should be) dynamically added or removed during runtime. As such, it's either there because the mod that makes it is there, or it isn't...
- Mon Feb 19, 2024 5:21 am
- Forum: Gameplay Help
- Topic: Construction bot not constructing despite being in network with materials (vanilla)
- Replies: 5
- Views: 480
Re: Construction bot not constructing despite being in network with materials (vanilla)
Your inner network seems to be functioning for me, though it did take them awhile to start responding. I believe you are just running into the "way the system works". I can't find a great source for it, and it's late and I'm tired, so here's one that you can look at that might help you spr...
- Mon Feb 19, 2024 12:41 am
- Forum: Ideas and Requests For Mods
- Topic: Reduce water volume to 1/10th
- Replies: 9
- Views: 733
Re: Reduce water volume to 1/10th
Hey, that's cool that someone has kept those going. I'll have to check them out... and see about maybe integrating in support of their mods into a realism mod I've had but not released.camela_camera wrote: ↑Mon Feb 19, 2024 12:25 amoh hey there's a mod for steam trains https://mods.factorio.com/mod/steamtrainreupload
- Sun Feb 18, 2024 9:15 pm
- Forum: Outdated/Not implemented
- Topic: Cliffs as natural rail elevators
- Replies: 10
- Views: 719
Re: Cliffs as natural rail elevators
This would be a cool feature to have.
- Sun Feb 18, 2024 9:08 pm
- Forum: General discussion
- Topic: [Answered] How does the game engine decide which waiting train goes to a activated train station?
- Replies: 1
- Views: 312
Re: How does the game engine decide which waiting train goes to a activated train station?
Afaik, based on a dev reply somewhere if I'm not misremembering it, train ID number. Lowest first.
That said, in 2.0, station priority will influence this.
That said, in 2.0, station priority will influence this.
- Sun Feb 18, 2024 4:12 pm
- Forum: Railway Setups
- Topic: Common stacker for multiple stations that never jams
- Replies: 5
- Views: 1005
Re: Common stacker for multiple stations that never jams
Another thing you can potentially do for a dynamic train limit is setup a max limit for each station that respects the size stacker you have. You could also use intermediary stations in the stacker (depending on the setup). That said, I think your thread title and opening line may need a bit of rewo...
- Sun Feb 18, 2024 3:31 pm
- Forum: Ideas and Suggestions
- Topic: Player Inventory Width Setting/Value
- Replies: 17
- Views: 1912
Re: Player Inventory Width Setting/Value
Seems more like a good argument for allowing UI/client-side only modding, because I can almost guarantee this won't be the last thing that someone can think of where one person might want one thing changed in the UI whereas someone else doesn't. I have long felt Factorio would be well served with a...
- Sun Feb 18, 2024 1:59 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 24885
Re: Friday Facts #398 - Fulgora
Absolutely love the ruins. I remember there used to be a Factorio mod that added strewn ruins to discover, but IIRC it wasn't kept updated/compatible? Are you referring to this one? https://mods.factorio.com/mod/AbandonedRuins It still works, afaik. I use it in my game plays without issue. There wa...
- Sat Feb 17, 2024 2:29 pm
- Forum: Ideas and Suggestions
- Topic: Player Inventory Width Setting/Value
- Replies: 17
- Views: 1912
Re: Player Inventory Width Setting/Value
Seems more like a good argument for allowing UI/client-side only modding, because I can almost guarantee this won't be the last thing that someone can think of where one person might want one thing changed in the UI whereas someone else doesn't.
- Fri Feb 16, 2024 10:56 pm
- Forum: Ideas and Suggestions
- Topic: Compound Buildings: Upgrade through Placement
- Replies: 3
- Views: 329
Re: Compound Buildings: Upgrade through Placement
As you mention "either as a vanilla feature or added through a mod", I feel like this might already be possible. I haven't really looked, mind you, but there is at least the on_pre_build event that could be used for this. I don't know if this covers everything or if there are other similar...
- Fri Feb 16, 2024 9:35 pm
- Forum: Ideas and Suggestions
- Topic: New Planet´s
- Replies: 2
- Views: 323
Re: New Planet´s
I think the devs are only planning on 4 new worlds for the expansion and that's it. We obviously don't know all the details of this new planet just announced today, yet, but it likely doesn't have what you want.
That said, something like this may be fairly easy to regulate to mods.
That said, something like this may be fairly easy to regulate to mods.
- Fri Feb 16, 2024 9:00 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 24885
Re: Friday Facts #398 - Fulgora
Oh, this is awesome! So much potential and so much to say... it's overwhelming! Lightning, potential sand storms that might make it hard to see? (Please?) And something to actually explore and find other than more ore and biters! And the potential for really new and cool things with these discoverie...
- Fri Feb 16, 2024 9:55 am
- Forum: Ideas and Suggestions
- Topic: Player Inventory Width Setting/Value
- Replies: 17
- Views: 1912
Re: Custom Inventory Width
I'm curious, though, why do you need it in vanilla? As only mods can grow the inventory size to a point where (to me) this could be needed, I fail to understand its need in vanilla. A setting in vanilla would allow to have the custom inventory width no matter the server one is joining. Keeping this...
- Thu Feb 15, 2024 11:07 pm
- Forum: Ideas and Suggestions
- Topic: Player Inventory Width Setting/Value
- Replies: 17
- Views: 1912
- Wed Feb 14, 2024 3:26 am
- Forum: Ideas and Suggestions
- Topic: What if Lubricant was needed for the big mining drill?
- Replies: 13
- Views: 994
Re: What if Lubricant was needed for the big mining drill?
I could get behind this. +1
- Tue Feb 13, 2024 7:09 pm
- Forum: Modding discussion
- Topic: Struggle with waterpump mod
- Replies: 1
- Views: 256
Re: Struggle with waterpump mod
There exist a few varieties of this type of mod already: Offshore P.U.M.P.S. and Ground Water Water Well (pump free water from the ground) Zaned - Drill to Aquifer Mud Water well pump Stone Water Well To list a few. Edit: That list was primarily meant as a "take a look at these on how they did ...
- Tue Feb 13, 2024 2:12 pm
- Forum: Gameplay Help
- Topic: vanished items
- Replies: 4
- Views: 369
Re: vanished items
Sounds like a mod maybe affected your recipe unlocks? Simply uninstalling the offending mod won't fix that. You'll need to run a console command to get them back. I don't know the needed commands, however, upon seeing this maybe someone else can provide those?