Search found 134 matches
- Fri Apr 15, 2022 11:46 pm
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 73
- Views: 29115
Re: Do not pause game when looking at research in single player
Afaik, speedrunners use multiplayer mode mainly to avoid pause while in research. It's weird that the game requires you to set up a multiplayer server to play single player rather than provide this obvious QoL feature as option. A no-brainer: Easy to implement (because the basic functionality is al...
- Fri Feb 11, 2022 9:10 am
- Forum: Minor issues
- Topic: [1.1.53] Inserters won't insert despite shortage of input
- Replies: 4
- Views: 2022
Re: [1.1.53] Inserters won't insert despite shortage of input
This is fixed in the mod by making fluid boxes output only, so anyone attempting to reproduce this would need to downgrade to 1.2.15 or earlier.
- Sun Feb 06, 2022 1:26 am
- Forum: Minor issues
- Topic: [1.1.53] Inserters won't insert despite shortage of input
- Replies: 4
- Views: 2022
Re: [1.1.53] Inserters won't insert despite shortage of input
OK, I'll probably just change the pipe connection to output only then. Note that a lot of vanilla entities leave the pipe connection for output fluid boxes as the default type. For example the oil refinery and chemical plant pipe connections are all left as the default "input-output", not ...
- Sat Feb 05, 2022 7:58 am
- Forum: Minor issues
- Topic: [1.1.53] Inserters won't insert despite shortage of input
- Replies: 4
- Views: 2022
[1.1.53] Inserters won't insert despite shortage of input
What did you do? Using Nullius Overhaul, set a Crusher 3 machine with the Grass Seed recipe, with a moderately but not completely full output pipe. What happened? After a short period of functioning properly, it gets into a bad state, where it stops production, reporting Item Ingredient Shortage. T...
- Thu Dec 09, 2021 8:42 am
- Forum: Modding interface requests
- Topic: Allow mods BP orders to be undo-able!
- Replies: 5
- Views: 2764
- Thu Dec 09, 2021 8:41 am
- Forum: Modding interface requests
- Topic: LuaPlayer.build_history [RW]. A way to read and edit the undo queue
- Replies: 3
- Views: 1847
Re: LuaPlayer.build_history [RW]. A way to read and edit the undo queue
This should probably be merged with this very similar request: https://forums.factorio.com/viewtopic.php?f=28&t=70393 I'm running into this same issue. My mod has lots of entities that are modified or replaced by script, and there is no interface for maintaining the ctrl+Z undo queue, so you jus...
- Mon Nov 22, 2021 11:03 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 31657
Re: [1.1] Nullius: A Factorio prequel
The latest update introduces a new, very non-vanilla type of beacon. Existing beacons are now called "small beacons", and behave the same, unless you combine them with the new type. Those beacons are similar to vanilla, just with variations in power usage and effectiveness. The new beacons...
- Mon Nov 22, 2021 3:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.42] Incorrect consumption by fluid burning generator
- Replies: 4
- Views: 3392
Re: [Genhis] [1.1.42] Incorrect consumption by fluid burning generator
Thank you! I will enable that property for the mod when available.
- Mon Oct 25, 2021 10:38 pm
- Forum: Pending
- Topic: [1.1.42] Lamp color is wrong when the sum of red+green circuit wires overflows
- Replies: 13
- Views: 4209
Re: [1.1.39] Lamp color is wrong when the sum of red+green circuit wires overflows
That doesn’t matter. A compiler can do what it wants, and can have legitimate reasons to optimize. Examples include using wider types to store values, and eliminating conditions that are redundant under these assumptions. An area where this can potentially make a huge difference is with stuff like ...
- Sun Oct 24, 2021 2:34 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.42] Incorrect consumption by fluid burning generator
- Replies: 4
- Views: 3392
[Genhis] [1.1.42] Incorrect consumption by fluid burning generator
What did you do? Used fluid burning generator in mod with burns_fluid=true, scale_fluid_usage=true, and provided it with a fluid that has no fuel value. In particular it was a turbine in the Nullius overhaul, which burns compressed gases and where steam has a fixed fuel value that it uses instead o...
- Sat Oct 02, 2021 8:27 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 31657
Re: [1.1] Nullius: A Factorio prequel
Nullius is the community map for October and November: https://www.reddit.com/r/factorio/comments/pzfywl/factorio_community_map_octobernovember_2021/ I hope that gets me out of the unplayable zone or maybe a fixed zone expander is out when I play next... I opted not to change the power priority on z...
- Sun Sep 26, 2021 1:05 am
- Forum: Ideas and Suggestions
- Topic: Some chemical plant recipes allow flipping
- Replies: 3
- Views: 1619
Re: Some chemical plant recipes allow flipping
On a related note, a flip_substitute type field might also make sense to allow an entity to specify a different entity in the same fast replaceable group that it would be legal to replace it with if the blueprint is flipped. For mods with mirror image versions of things like refineries or chemical p...
- Wed Sep 22, 2021 12:31 am
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 31657
Re: [1.1] Nullius: A Factorio prequel
OK, that seems reasonable to make them higher priority. And in the case of zone expanders I can give them longer storage, since they don't use a ton of power. For roboports giving them decent storage is harder since they're also chargers which can consume a lot quickly. Maybe that's what the recharg...
- Tue Sep 21, 2021 8:59 am
- Forum: Ideas and Suggestions
- Topic: Dialect localisation
- Replies: 9
- Views: 2031
Re: Dialect localisation
But once you've done that work, the end result is an unmaintainable mess. The stripped down version is more maintainable. And you've only addressed the main game translation, and not the larger issue of mod localization. Mods that don't translate dialects would only work if my feature were implement...
- Tue Sep 21, 2021 8:14 am
- Forum: Ideas and Suggestions
- Topic: Dialect localisation
- Replies: 9
- Views: 2031
Re: Dialect localisation
I however I don’t think this would facilitate the translation process that much. I think a better approach would be to just copy the current state of the main language into a new language folder for the dialect and start from there. Maybe someone could create a small script for github or crowdin to...
- Tue Sep 21, 2021 6:26 am
- Forum: Ideas and Suggestions
- Topic: Dialect localisation
- Replies: 9
- Views: 2031
Re: Dialect localisation
How could it possibly take any significant CPU power to process a few extra partially filled in text files for a selected language compared to all the vastly larger prototype files that already have to load? The locale strings would all be resolved once at startup time, not constantly being dynamica...
- Tue Sep 21, 2021 5:45 am
- Forum: Ideas and Suggestions
- Topic: Dialect localisation
- Replies: 9
- Views: 2031
Dialect localisation
TL;DR Enhance locale system to support dialects which differ from full languages by having a parent language to fall back on if not overridden. What ? Instead of just having an en/ locale directory for English, have that, but also allow subdirectories for dialects of the language, such as American ...
- Sun Sep 19, 2021 5:36 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 31657
Re: [1.1] Nullius: A Factorio prequel
The Nullius 1.2.0 major release is now available, including a new feature to build extra android bodies and switch control between them at will.
- Sat Sep 18, 2021 5:30 am
- Forum: Ideas and Suggestions
- Topic: Non-combat personal equipment
- Replies: 0
- Views: 476
Non-combat personal equipment
TL;DR Increase personal equipment options for peaceful games. What ? Simple equipment options that aren't related to offense or defense. A relatively easy type of equipment would be an equipment prototype that replicates the same bonuses that are already available with passive tech bonuses or chara...
- Fri Sep 17, 2021 1:08 am
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 31657
Re: [1.1] Nullius: A Factorio prequel
The temperature has nothing to do with anything. It's cosmetic. The game requires that fluids have a temperature, but Nullius turbines don't care about that. Nullius steam tells you exactly how much energy it has in it right in the tooltip. 8kJ per unit of steam, exactly. If you're only getting 130k...