Search found 196 matches
- Thu Mar 04, 2021 12:55 am
- Forum: General discussion
- Topic: Some ideas for the "One big expansion pack"
- Replies: 44
- Views: 15114
Re: Some ideas for the "One big expansion pack"
I don't see the need for expansion packs. This game is designed to be modded. Mods for the most part eliminate the need for expansion packs. The developers are continuing to improve the game and adding new features. So I expect this will continue for awhile. I'm good with that. As mentioned above, T...
- Thu Mar 04, 2021 12:39 am
- Forum: General discussion
- Topic: Factorio confessions
- Replies: 34
- Views: 10086
Re: Factorio confessions
I don't use trains much any more. Mostly belts. For awhile I was using a blueprint someone made to make a train crossing that stopped the train if I was going through. If you care about acheivements though you might want to get hit by a train once or twice. :D I have over 5000 hours in the game and ...
- Thu Mar 04, 2021 12:20 am
- Forum: General discussion
- Topic: Inserter clocking related question
- Replies: 9
- Views: 3560
Re: Inserter clocking related question
I was sure they fixed that. From my experience it seems to grab less than the full stack amount if the belt is not full. I think there is a maximum number of ticks it waits to decide whether to grab a whole stack or less. Recently, I have not seen an inserter get stuck unless the destination is full...
- Thu Mar 04, 2021 12:11 am
- Forum: General discussion
- Topic: How do you decide when you are finished with a save?
- Replies: 11
- Views: 3208
Re: How do you decide when you are finished with a save?
I never have done much other than the rocket launch. I like the Rocket-Silo-Construction mod to make that more of a challenge. With over 5000 hours in the game, I still have never done a 'mega-base'. One of the reasons is that I don't care how the trains work in this game. I have been spending more ...
- Wed Mar 03, 2021 11:51 pm
- Forum: Questions, reviews and ratings
- Topic: Help me update an old private mod to 1.1
- Replies: 8
- Views: 2947
Re: Help me update an old private mod to 1.1
Thank you. It is starting to sink in now.
- Wed Mar 03, 2021 11:41 am
- Forum: Questions, reviews and ratings
- Topic: Help me update an old private mod to 1.1
- Replies: 8
- Views: 2947
Re: Help me update an old private mod to 1.1
I have been searching for hours and can not find an example of the key/value pairs. Specifically in this example. Could you show me and example of a couple of items for the {list_of_items} as shown above. The wiki's tell about the key/value pairs but no examples. Is the key the item name and the val...
- Wed Mar 03, 2021 3:47 am
- Forum: Questions, reviews and ratings
- Topic: How copy settings of an entity via blueprint
- Replies: 1
- Views: 1070
Re: How copy settings of an entity via blueprint
There are two mods that I use to enhance the copy paste feature. CopyAssemblerPipeDirection and CopyPasteModules. Once I paste a blueprint that has what I want, I can copy and paste the settings to existing items in the game to match the items in the blueprint I just pasted. Is this what you mean? O...
- Wed Mar 03, 2021 3:26 am
- Forum: Questions, reviews and ratings
- Topic: Help me update an old private mod to 1.1
- Replies: 8
- Views: 2947
Re: Help me update an old private mod to 1.1
I think you should also listen to on_cutscene_cancelled . (Since Factorio 1.0, a player will be created without an attached character when a new game is started; the character will be added once the cutscene has been cancelled or finished of its own.) A good example of this is Ingos Advanced Start ...
- Wed Mar 03, 2021 2:49 am
- Forum: Questions, reviews and ratings
- Topic: Informatron
- Replies: 2
- Views: 1678
Informatron
I really like this mod, but I am having a problem with it crashing in the latest Experimental Factorio build version 1.1.26. I don't expect this to be fixed immediately but I am placing the info here because the discussions on the Mod Portal page are locked. Also I do not use Discord and never will....
- Tue Mar 02, 2021 12:30 am
- Forum: Modding help
- Topic: Could I get help to fix a mod for personal use?
- Replies: 3
- Views: 1308
Re: Could I get help to fix a mod for personal use?
Just for fun I played around with this. change data.lua: --require("prototypes.decoratives") require("prototypes.entity") add control.lua: function remove_decoratives() game.surfaces[1].destroy_decoratives{} end script.on_init(remove_decoratives) In entity.lua add: data.raw["...
- Mon Mar 01, 2021 11:19 pm
- Forum: Modding help
- Topic: Detect when a key is held down
- Replies: 5
- Views: 1724
Re: Detect when a key is held down
I found out recently that my programmable keypad (from allreli) can be programmed to do this. I just created a macro that pressed and released a key and then deleted the keyup event in the recorded macro. I suppose any programmable keyboard can do this. (Unfortunately the allreli keypad is no longer...
- Mon Mar 01, 2021 10:54 pm
- Forum: Modding help
- Topic: Fixing the Concrete Lamppost
- Replies: 6
- Views: 1751
Re: Fixing the Concrete Lamppost
I find that using VSCODE for stuff like this is very helpful.
Here are a couple of extensions for Lua:
required: vscode-lua
Optional: Factorio Lua API autocomplete
Here are a couple of extensions for Lua:
required: vscode-lua
Optional: Factorio Lua API autocomplete
- Wed Feb 17, 2021 6:55 am
- Forum: Logistic Train Network
- Topic: Alerts not being suppressed with Signal "Disable Warnings"
- Replies: 6
- Views: 2856
Re: Alerts not being suppressed with Signal "Disable Warnings"
I knew about the first mod. That mod either disables the flashing by making it completely invisible, or makes it halfway transparent but still blinking.
I need it to be visible but not blinking. That mod is useless to me.
Thanks for the link to the other mod. It looks like that will be helpful.
I need it to be visible but not blinking. That mod is useless to me.
Thanks for the link to the other mod. It looks like that will be helpful.
- Fri Dec 04, 2020 7:10 pm
- Forum: Ideas and Suggestions
- Topic: Flashing Notification when Research Completes.
- Replies: 1
- Views: 671
Flashing Notification when Research Completes.
Please let us disable the flashing. Repeatedly for years we have been asking for ways to disable flashing of all icons and notifications in the game. But it seems to be falling on deaf ears. Nonflashing alert notifications are fine. I am within 10 hours of playing this game for 3000 hours. Looks lik...
- Fri Dec 04, 2020 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
- Replies: 67
- Views: 20925
Re: Option to disable no-power flashing
The mods to help with the flashing are not very useful.
We really need some support from the Developers in this.
We need the option to disable completely All flashing icons in the game and also disable the flashing notiifcations in the UI.
We really need some support from the Developers in this.
We need the option to disable completely All flashing icons in the game and also disable the flashing notiifcations in the UI.
- Fri Dec 04, 2020 6:56 pm
- Forum: Logistic Train Network
- Topic: Alerts not being suppressed with Signal "Disable Warnings"
- Replies: 6
- Views: 2856
Re: Alerts not being suppressed with Signal "Disable Warnings"
The only Alerts setting I can find to disable are the sounds.
I don't see anything in player settings that disables the visible alerts flashing on the screen.
I also want to disable the stupid flashing alerts that have plagued this game from the beginning.
I don't see anything in player settings that disables the visible alerts flashing on the screen.
I also want to disable the stupid flashing alerts that have plagued this game from the beginning.
- Sat Nov 28, 2020 3:35 pm
- Forum: This Forum
- Topic: [Forum] Search returns too much results
- Replies: 8
- Views: 3470
Re: [Forum] Search returns too much results
So using google search is the only way to search for a string that might contain special characters like the '-' or '_'.
such as:
site:forums.factorio.com "create-blueprint-item"
This worked for me. I am too lazy to type the other characters.
such as:
site:forums.factorio.com "create-blueprint-item"
This worked for me. I am too lazy to type the other characters.
- Sat Nov 28, 2020 3:17 pm
- Forum: Modding help
- Topic: [1.1.1] shortcut and custom-input: create-blueprint-item not valid action
- Replies: 2
- Views: 1118
Re: [1.1.1] shortcut and custom-input: create-blueprint-item not valid action
Thank you. I wish there was a way to search the forum for phrases with a '-' in them.
With that I may have found this myself. I tried "custom-input" in the search window and that did not work.
With that I may have found this myself. I tried "custom-input" in the search window and that did not work.
- Sat Nov 28, 2020 6:05 am
- Forum: Modding help
- Topic: [1.1.1] shortcut and custom-input: create-blueprint-item not valid action
- Replies: 2
- Views: 1118
[1.1.1] shortcut and custom-input: create-blueprint-item not valid action
I am getting an error when loading Factorio that says that the action create-blueprint-item is invalid. It worked in version 1.0. This applys to type=shortcut and type=custom-input. Example code from previously working mod: { type = "custom-input", name = "stuff", action = "...
- Sun Aug 16, 2020 9:43 am
- Forum: Modding discussion
- Topic: [1.0.0] Spelling build/built in Informatron welcome screen
- Replies: 2
- Views: 851
Re: [1.0.0] Spelling build/built in Informatron welcome screen
@Ozzyberto: Issues with this mod should be taken up with the mod author here: https://mods.factorio.com/mod/informatron Either create a new discussion item or contact the mod author at Discord. See Hompage at above link. This is basically a 'boiler plate' mod that allows you to create your own instr...