Search found 315 matches
- Sat Oct 21, 2023 7:42 am
- Forum: Ideas and Suggestions
- Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
- Replies: 13
- Views: 1439
Re: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
This seems similar to what I investigated here https://alt-f4.blog/ALTF4-52/. Many mega-base builders also know about this limiation, and try to limit isolated network. There's even a mod to locate isolated networks to improve UPS. It's of course easy to reproduce by spawning many isolated power pol...
- Thu Oct 19, 2023 10:42 am
- Forum: Implemented for 2.0
- Topic: positionless player.play_sound()
- Replies: 8
- Views: 1043
Re: positionless player.play_sound()
That would be awesome! It's been requested here as well by me 98618
- Mon Oct 16, 2023 6:06 pm
- Forum: Won't implement
- Topic: Allow non-joining logistic networks
- Replies: 11
- Views: 1018
Re: Allow non-joining logistic networks
For now you could try https://mods.factorio.com/mod/LogiNetChannels
- Mon Oct 16, 2023 7:09 am
- Forum: Mods
- Topic: Is Krastorio 2 stable yet?
- Replies: 2
- Views: 698
Re: Is Krastorio 2 stable yet?
It's definitely stable, already for some time, maybe even years.
- Wed Oct 11, 2023 8:10 pm
- Forum: Bug Reports
- Topic: [1.1.91] Extreme belt speed/splitter bug.
- Replies: 5
- Views: 809
Re: [1.1.91] Extreme belt speed/splitter bug.
Maybe each transport belt lane of the splitter can do a maximum of 60 items per second, in some conditions?
- Fri Sep 22, 2023 5:35 pm
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 53
- Views: 19150
Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Might need to be in the "Implemented for 2.0" insteadickputzdirwech wrote: ↑Fri Sep 22, 2023 4:01 pmFeels got to move this from “Outdated/Not implemented” to “Implemented Suggestions”
(Even though it’s still a while until 2.0 comes out)
See 108862
- Fri Sep 22, 2023 7:21 am
- Forum: Technical Help
- Topic: [1.1.91] Can't create game without active internet
- Replies: 2
- Views: 358
Re: [1.1.91] Can't create game without active internet
Is this because i host a game instead of create a single player game? Yes Is there something i can do to still play today? Yes. I'm not at my personal laptop so not 100% sure of the menu items. But you would have to go "Single Player" -> "Load Game" and then find your save-file ...
- Tue Sep 19, 2023 11:51 am
- Forum: Implemented mod requests
- Topic: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal
- Replies: 18
- Views: 4439
Re: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal
Always fun seeing a casual conversation in the Discord improve the base game
- Fri Sep 15, 2023 11:55 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 55654
Re: Friday Facts #376 - Research and Technology
The names are the easiest thing to change. Maybe I don't take myself and the game too seriously and found it amusing, but if we had a very good counter-proposal which feels good and is clear when it comes to tiers, we can still change it. I do think there is a little room for improvement here. My m...
- Fri Sep 15, 2023 11:26 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 55654
Re: Friday Facts #376 - Research and Technology
The last very frequent opinion was, that it would be better use this opportunity to introduce a lot of interesting custom recipes to get all the qualities of different items. But avoiding this was the cornerstone of the design. I prefer quality much more than adding multiple tier recipes. It clutte...
- Tue Sep 12, 2023 11:17 am
- Forum: Ideas and Suggestions
- Topic: Seperate Overlay for Building Rarity
- Replies: 4
- Views: 556
Re: Seperate Overlay for Building Rarity
It would be cool to have some toggles like in the map view. The different toggles could be: - Show recipe/item overlay (old alt mode) - Show inserter/miner/etc arrows - Show quality - Show electric network (nice to have)(similar to Pipe Visualizer or Oxygen Not Included) - Show fluid network (nice t...
- Sat Sep 09, 2023 5:50 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 127204
Re: Friday Facts #375 - Quality
Overall, I love this! But I also hate the names! I expect you will make them moddable though, right? I'd name them something like Crude/Low (and you only realize the quality wasn't even good before you unlock quality modules and see it), Normal/Nominal, High/Great, Exceptional/Superior and Pristine...
- Wed Sep 06, 2023 9:00 am
- Forum: Modding help
- Topic: [Fluidic Power] I need help supporting diagonal poles in 2.0
- Replies: 0
- Views: 236
[Fluidic Power] I need help supporting diagonal poles in 2.0
Hello! What One of the annoying caveats of Fluidic Power is that you can only place poles in cardinal directions. This limitation is because the poles need a underground fluid connection to each other, and these connections are only in straight directions. However, in Factorio 2.0 we will have linka...
- Fri Aug 25, 2023 12:10 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 69437
Re: Friday Facts #373 - Factorio: Space Age
Epic! It's going to be a long wait, but very excited! Especially now that there will be a weekly FFF!
Kind of expected it to be space related. Curious now how SE will change once the expansion drops when it has new engine mechanics to play with.
Kind of expected it to be space related. Curious now how SE will change once the expansion drops when it has new engine mechanics to play with.
- Thu Aug 17, 2023 4:57 am
- Forum: Resolved Requests
- Topic: Frame Sequence code heading not commented
- Replies: 2
- Views: 464
- Wed Aug 16, 2023 6:49 pm
- Forum: Resolved Requests
- Topic: Frame Sequence code heading not commented
- Replies: 2
- Views: 464
Frame Sequence code heading not commented
The third example in https://lua-api.factorio.com/1.1.89/typ ... l#examples should have the heading commented, just like the other examples.
- Thu Jul 27, 2023 9:35 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod idea] Flying base-tron
- Replies: 1
- Views: 425
Re: [Mod idea] Flying base-tron
For a simple flying spidertron you can look at Space Spidertron. Doesn't have guns though
- Thu Jul 20, 2023 11:25 am
- Forum: Modding help
- Topic: [SOLVED]Struggling with item icons. Error : Value must be a dictionary in property tree at ROOT.item.Turbine-MK2.icons.
- Replies: 2
- Views: 511
Re: Struggling with item icons. Error : Value must be a dictionary in property tree at ROOT.item.Turbine-MK2.icons.icon
I am trying to make a mod and I keep getting this error: Failed to load mods: Error while loading item prototype "Turbine-MK2" (item): Value must be a dictionary in property tree at ROOT.item.Turbine-MK2.icons.icon Modifications: Turbine MK2 here my code: --item.lua local turbin_MK2_item ...
- Fri Jul 14, 2023 7:09 am
- Forum: Modding help
- Topic: How to use .Insert if I already know the Unit_Number of the chest?
- Replies: 10
- Views: 982
Re: How to use .Insert if I already know the Unit_Number of the chest?
There's no built-in way do get an entity (the chest) from the unit number. What modders usually do is to store a reference to the entity in global. Something like function on_created(entity) global.my_chests[entity.unit_number] = entity end function insert_stuff(unit_number) local entity = global.my...
- Sun Jun 25, 2023 9:13 pm
- Forum: Modding interface requests
- Topic: take_screenshot flag for train status text
- Replies: 2
- Views: 513
Re: take_screenshot flag for train status text
IMHO the train status should be in the tooltip, just like all the other information in the game. Not a random floating text. Then we wouldn't have this odd issue