Search found 319 matches
- Sat Feb 24, 2024 8:07 am
- Forum: Not a bug
- Topic: [1.1.104] No victory screen after first Rocket Launch
- Replies: 9
- Views: 648
Re: [1.1.104] No victory screen after first Rocket Launch
Is there any way for me to reenable the victory screen for this save file? Only by hex editing the save. There's a thread somewhere around here titled something or other about enabling achievements. Actually it's quite easy using a command, but it will disable achievements. I didn't test the comman...
- Sat Feb 24, 2024 7:42 am
- Forum: Not a bug
- Topic: [1.1.104] No victory screen after first Rocket Launch
- Replies: 9
- Views: 648
Re: [1.1.104] No victory screen after first Rocket Launch
The vanilla victory suffers from the same problem Better Victory Screen currently also suffers from. If a mod wants to trigger the victory itself then it disables the vanilla victory condition. But when that mod is then removed the vanilla victory condition is never restored. It's a scenario that sh...
- Tue Feb 20, 2024 10:57 am
- Forum: General discussion
- Topic: how long have you played factorio ?
- Replies: 36
- Views: 11430
Re: how long have you played factorio ?
Somewhere August/Sepember will mark my 10 year anniversary of playing Factorio for the first time
- Thu Feb 15, 2024 1:01 pm
- Forum: Ideas and Suggestions
- Topic: Player Inventory Width Setting/Value
- Replies: 17
- Views: 1863
Re: Custom Inventory Width
This is possible with a mod. This mod can do it
https://mods.factorio.com/mod/Custom-Pr ... n-UI-Fixed
https://mods.factorio.com/mod/Custom-Pr ... n-UI-Fixed
- Thu Feb 15, 2024 12:58 pm
- Forum: Mods
- Topic: SE Mod - got space capsule - can't build cargo rocket sections without having gone to space first?
- Replies: 3
- Views: 542
Re: SE Mod - got space capsule - can't build cargo rocket sections without having gone to space first?
You should be able to build rocket sections on Nauvis with regular Nauvis materials and machines. You cannot fly to orbit with a Capsule yet, using a Cargo Rocket is the intended way. To build rocket sections - I need components that can only be built in a machine that can only be built in space? Wh...
- Thu Feb 15, 2024 11:56 am
- Forum: General discussion
- Topic: Seed maps from the Factorio 2020 trailer
- Replies: 1
- Views: 274
Re: Seed maps from the Factorio 2020 trailer
Not sure what you mean with "seed cards", but if you're looking for the map (or map exchange string) the map is available from the original trailer. So it's an old save file from Factorio 0.10, but it's possible to migrate it all the way to 1.1. https://forums.factorio.com/viewtopic.php?p=...
- Thu Feb 15, 2024 8:05 am
- Forum: Technical Help
- Topic: [1.1.104] big lag while hovering over electric drill on uranium
- Replies: 4
- Views: 325
Re: [1.1.104] big lag while hovering over electric drill on uranium
Can you attach a log file?
- Wed Feb 14, 2024 8:32 am
- Forum: Ideas and Suggestions
- Topic: What if Lubricant was needed for the big mining drill?
- Replies: 13
- Views: 940
Re: What if Lubricant was needed for the big mining drill?
+1 Yeah this sounds fun to me too. I love the idea of having a little lubricant train that needs service all the mining outposts.
- Fri Feb 09, 2024 12:15 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 118
- Views: 17134
Re: Friday Facts #397 - Factoriopedia
Definitely a much needed feature! It looks great :D One little remark, the two most used things in the information panel (except maybe for the stack-size, etc) is likely the "Ingredients" and "Used In". The "Unlocked By" is rarely used, but now it's taking up a lot of s...
- Wed Feb 07, 2024 8:50 am
- Forum: Not a bug
- Topic: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events
- Replies: 7
- Views: 454
Re: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events
For reference, here is the person - who wrote the profiler you used - saying that .valid is the cheapest possible API call.
- Wed Feb 07, 2024 8:42 am
- Forum: Not a bug
- Topic: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events
- Replies: 7
- Views: 454
Re: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events
(Yes, I'm aware occasion mods fail to signal as well but those tend to get fixed quickly, and the entity.valid == true check is relatively expensive compared to the rest of the code - that one check is about 10% of its runtime according to the profiler). Not sure how you tested the performance of t...
- Tue Feb 06, 2024 2:43 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] ICBMs
- Replies: 7
- Views: 485
- Sat Feb 03, 2024 9:56 pm
- Forum: Ideas and Requests For Mods
- Topic: Reduce water volume to 1/10th
- Replies: 9
- Views: 707
Re: Reduce water volume to 1/10th
Here is a mod that should do that
https://mods.factorio.com/mod/better-fluid-throughput
https://mods.factorio.com/mod/better-fluid-throughput
- Sat Feb 03, 2024 10:07 am
- Forum: Modding interface requests
- Topic: Distance limit parameter for `spill_item_stacks`
- Replies: 4
- Views: 610
Re: Distance limit parameter for `spill_item_stacks`
+1 My use case is in Biter Power I have turrets that shoots cages to capture biters. This is done with scripting for a few reasons and thus uses spill_item_stack. And if the player doesnt clean up enough the same problem as outlined above might arise. If 2.0 is used to change the function to accept ...
- Mon Jan 29, 2024 8:08 pm
- Forum: Ideas and Suggestions
- Topic: Better victory GUI
- Replies: 8
- Views: 2318
Re: Better victory GUI
A small note to add, if this gets added to vanilla I think it's important that mods need to be able to add (and remove?) stats in the GUI. Some really cool things have already been added to Better Victory Screen by mods which I think will be really fun for the player to see in modded games.
- Wed Jan 24, 2024 9:35 pm
- Forum: Modding help
- Topic: on_entity_damaged damage_type returns __self = 0
- Replies: 4
- Views: 280
Re: on_entity_damaged damage_type returns __self = 0
Is that while printing it using serpent? Or logging it? Looks like a LuaObject, which can't be printed.
Of you show your code it would be easier to help.
Of you show your code it would be easier to help.
- Wed Jan 24, 2024 9:37 am
- Forum: Ideas and Requests For Mods
- Topic: Breadboards for circuit network combinators
- Replies: 3
- Views: 299
Re: Breadboards for circuit network combinators
If you want a tool with less bells and whistles you can try
https://mods.factorio.com/mod/circuitissimo
https://mods.factorio.com/mod/circuitissimo
- Mon Jan 22, 2024 6:43 pm
- Forum: Documentation Improvement Requests
- Topic: LuaBurner.currently_burning allows writing string too
- Replies: 1
- Views: 320
Re: LuaBurner.currently_burning allows writing string too
Another little note, it's possible to set `currently_burning` to any fuel, regardless of the burner's fuel category.
- Fri Jan 19, 2024 3:09 pm
- Forum: Documentation Improvement Requests
- Topic: More information on game.set_game_state
- Replies: 1
- Views: 254
Re: More information on game.set_game_state
Added note about this function only triggering the "Game Finished" screen the first time it's called, unless...
- Tue Jan 16, 2024 7:20 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Feature Request: show dependency graph
- Replies: 8
- Views: 1194
Re: Mod Portal Feature Request: show dependency graph
Also a thread mentioning this. viewtopic.php?f=34&t=85466