This is an interesting idea. I'm working on something, let's see where it goes
Won't be using gas though.
Search found 320 matches
- Sun Oct 23, 2022 1:28 pm
- Forum: Ideas and Suggestions
- Topic: Ways to use biters for resources & electricity
- Replies: 11
- Views: 2428
- Sun Oct 23, 2022 7:58 am
- Forum: General discussion
- Topic: Factorio and its optimisation
- Replies: 8
- Views: 3746
Re: Factorio and its optimisation
Programming languages are all just different tools. It's like comparing hammers with screwdrivers. Different pro's and cons depending on what you want to build a how you want to build it. I think what was a way more decision in Factorio was their decision to build their own game-engine. They could h...
- Sun Oct 23, 2022 6:46 am
- Forum: General discussion
- Topic: Evolution of life on Nauvis
- Replies: 9
- Views: 1992
Re: Evolution of life on Nauvis
I think Stringweasel is referencing a mod, because I remember one that is exactly that. Haha yes, I was referencing the indepth mod Nullius. At the moment there is no official lore for Factorio so it's fun to think of theories. Wube did at least entertain the idea of having Factorio lore in the ear...
- Sat Oct 22, 2022 2:44 pm
- Forum: General discussion
- Topic: Evolution of life on Nauvis
- Replies: 9
- Views: 1992
Re: Evolution of life on Nauvis
Rumour has it that it was void of life, water, and copper. Then an android landed on the planet and terraformed the entire planet into the Nauvis as we know it today, filled with rich plant life and pesky natives
- Thu Oct 20, 2022 5:40 am
- Forum: Implemented mod requests
- Topic: Localised string "if key is unknown use something else" (or equivalent)
- Replies: 14
- Views: 3864
Re: Locale operator to silence missing keys
+1
In Space Spidertron and Fluidic Power I dynamically generate entity prototypes based on existing ones, and there's no way to cleanly modify and retain the original description.
In Space Spidertron and Fluidic Power I dynamically generate entity prototypes based on existing ones, and there's no way to cleanly modify and retain the original description.
- Wed Oct 19, 2022 6:56 pm
- Forum: Modding help
- Topic: How Does Power and Signal Transfer Work?
- Replies: 1
- Views: 426
Re: How Does Power and Signal Transfer Work?
Electricity is quite hardcoded and is not easy mod. The fundemental behaviour is that if two poles are connected with copper wire they will always share an electric network. Can't change the wire type, or how the network works. If you want wireless power you will likely have to create a second surfa...
- Wed Oct 19, 2022 1:26 pm
- Forum: General discussion
- Topic: Why are containers UPS problems?
- Replies: 7
- Views: 2420
Re: Why are containers UPS problems?
As a programmer myself, I think it's very easy to look from the outside and think "it should just work, right?". And I've stepped it that trap a lot, because code is more complicated and not as simple as it seems. Yeah, sometimes it's possible, but is it a good idea? I always try to guage ...
- Wed Oct 19, 2022 1:03 pm
- Forum: This Forum
- Topic: What is worth suggesting to the game
- Replies: 6
- Views: 1718
Re: What is worth suggesting to the game
I don't think it's ever wrong to make suggestions, I would even encourage it. Maybe a modder sees your idea and decides to implement it as well. As long as your friendly about it, and understand that everybody has different ideas about what should be part of vanilla. And ultimately Wube will decide ...
- Sun Oct 16, 2022 8:06 pm
- Forum: Not a bug
- Topic: [1.1.34] Modding: graphics errors with layered recipe icons.
- Replies: 3
- Views: 1750
Re: [1.1.34] Modding: graphics errors with layered recipe icons.
Another limitation seems to be when layers icons need to fade. I saw two cases: Alerts flashing The "filtered" slots in an assembler that's faded. Each layer is faded individually, meaning where they overlap is a brighter spot. Looks kinda odd. https://i.imgur.com/KQxZQur.png I just took a...
- Sun Oct 16, 2022 7:54 pm
- Forum: Modding help
- Topic: on_player_selected_area
- Replies: 39
- Views: 4081
Re: on_player_selected_area
do you know how to block the player from mining an entity... i want the entity to remain operable but the player cannot mine Maybe you can use this? https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.minable Or some players seem to listen for the mine event, and then clone the entity agai...
- Sun Oct 16, 2022 1:58 pm
- Forum: Modding help
- Topic: on_player_selected_area
- Replies: 39
- Views: 4081
Re: on_player_selected_area
Now it works!
- Sun Oct 16, 2022 9:25 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] Electric pole ghost does not respect draw_copper_wires=false
- Replies: 2
- Views: 1614
Re: [1.1.69] Electric pole ghost does not respect draw_copper_wires=false
That was quick! And thank you
- Sun Oct 16, 2022 7:32 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] Electric pole ghost does not respect draw_copper_wires=false
- Replies: 2
- Views: 1614
[1.1.69] Electric pole ghost does not respect draw_copper_wires=false
What When setting draw_copper_wires=false on an electric pole prototype the setting is ignored when placing ghosts. https://i.imgur.com/E2fpMJG.png On the left is a pole-in-cursor, in the middle is an actual pole entity, and on the right is a pole ghost. Notice how there is a copper wire drawn only...
- Sat Oct 15, 2022 1:21 pm
- Forum: Modding help
- Topic: on_player_selected_area
- Replies: 39
- Views: 4081
Re: on_player_selected_area
I've never seen that before. I would just click `Contact Support` and try to get it fixed somehow
- Sat Oct 15, 2022 6:38 am
- Forum: Modding help
- Topic: on_player_selected_area
- Replies: 39
- Views: 4081
Re: on_player_selected_area
I think your profile and/or repository is set to private because I can't open the page
- Fri Oct 14, 2022 12:51 pm
- Forum: Gameplay Help
- Topic: Kovarex Enrichment | Inserters
- Replies: 20
- Views: 3444
- Fri Oct 14, 2022 10:57 am
- Forum: Gameplay Help
- Topic: Kovarex Enrichment | Inserters
- Replies: 20
- Views: 3444
Re: Kovarex Enrichment | Inserters
Additionally, you can also use some smarter tricks with fewer or even zero combinators IIRC, but always using circuit wires.Stringweasel wrote: ↑Fri Oct 14, 2022 10:29 amNot a simple way. You'd have to using combinators to count the amount of items the inserter picks up, and disable it when it has enough.
- Fri Oct 14, 2022 10:43 am
- Forum: Modding help
- Topic: on_player_selected_area
- Replies: 39
- Views: 4081
Re: on_player_selected_area
do you know the code to create this hole through this script Pretty sure it's an entity, as seen here in the prototype for an explosive rocket entity_name = "medium-scorchmark-tintable", The file is here though, you can even make a sprite out of it: Factorio_1.1.69\data\base\graphics\enti...
- Fri Oct 14, 2022 10:29 am
- Forum: Gameplay Help
- Topic: Kovarex Enrichment | Inserters
- Replies: 20
- Views: 3444
Re: Kovarex Enrichment | Inserters
Not a simple way. You'd have to using combinators to count the amount of items the inserter picks up, and disable it when it has enough.
The easy way it just to wait until you have more 235
The easy way it just to wait until you have more 235
- Fri Oct 14, 2022 8:49 am
- Forum: Ideas and Suggestions
- Topic: Don't connect to deconstructed power / No auto connect wires when deconstruccting
- Replies: 10
- Views: 1840
Re: Don't connect to deconstructed power / No auto connect wires when deconstruccting
I run into this a lot, needing to move a big electric pole over a few tiles. Have you tried the spectacular mod Picker Dollies ? Hover your cursor over the pole (or any entity), then Shift+Arrow will move the pole one to any direction. Also super useful when you want to move big warehouses full of ...