Search found 64 matches
- Wed Sep 06, 2023 8:01 am
- Forum: Modding interface requests
- Topic: Add API hook for changing spawner result units
- Replies: 1
- Views: 355
Add API hook for changing spawner result units
The ability to modify spawn chances during runtime would be nifty.
- Mon Aug 28, 2023 3:26 am
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 70180
Re: Friday Facts #373 - Factorio: Space Age
Building an ammo supply infrastructure for artillery and repair/replacement infrastructure for damaged defense walls isn't trivial. It's a task that requires a non trivial amount of time. It's also a task that cannot be solved by brainlessly dumping some pre-made blueprints and let robots do all th...
- Sun Aug 27, 2023 4:15 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 70180
Re: Friday Facts #373 - Factorio: Space Age
Well, that is like your opinion man. Biters are a big and important logistical consideration. It certainly is not a threat like a enemy AI in an RTS game, and I don't want them to be one. Factorio is a logistical simulation, where any problem is solved by logistics first and foremost. Artillery is ...
- Sun Aug 27, 2023 4:51 am
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 70180
Re: Friday Facts #373 - Factorio: Space Age
Brother, I never played a game not on deathworld marathon in the last 5 years, except for the one and only SE run I am doing right now. It's not about difficulty, or disliking enemy expansion. It's about "we will remove content from vanilla progression, around which difficulty was balanced&quo...
- Sun Aug 27, 2023 4:01 am
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 70180
Re: Friday Facts #373 - Factorio: Space Age
There is a simple solution for players that find enemy expansion difficult or annoying without artillery tech. Turn off enemy expansion.
- Sat Aug 26, 2023 3:17 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 70180
Re: Friday Facts #373 - Factorio: Space Age
A protocol so good it needs to be mandatory.BlueTemplar wrote: ↑Sat Aug 26, 2023 12:43 pm(IMHO we should be already at the point where non-IPv6-compatible hadware/software should be illegal
- Fri Aug 25, 2023 7:11 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 70180
Re: Friday Facts #373 - Factorio: Space Age
The last few years have seen an increase in core count (even if they are efficiency cores in Intel's case) and cache sizes (AMD 3D V-Cache) in even mid/low level consumer CPUs, even if the single threaded performance increase is stagnating. So taking even more advantage of parralellisation/multi-th...
- Thu Aug 17, 2023 6:46 am
- Forum: Modding help
- Topic: How to change map gen settings on event without desync?
- Replies: 2
- Views: 369
Re: How to change map gen settings on event without desync?
I understand my error now. Thanks.
- Wed Aug 16, 2023 7:07 am
- Forum: Modding help
- Topic: How to change map gen settings on event without desync?
- Replies: 2
- Views: 369
How to change map gen settings on event without desync?
I'm trying to change map gen settings after an amount of chunks have been generated. It causes desync. Any tips? local chunk_count = 0 local apply_map_gen_2 = false local on_chunk_generated = function(event) chunk_count = chunk_count + 1 if (chunk_count == 1600) then apply_map_gen_2 = true end end l...
- Mon Aug 07, 2023 7:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88]Changing map gen settings with on_chunk_generated event results in crash
- Replies: 6
- Views: 1474
Re: [1.1.88]Changing map gen settings with on_chunk_generated event results in crash
Thanks! Partially generated chunks finishing with old settings works for me.
- Sat Aug 05, 2023 9:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88]Changing map gen settings with on_chunk_generated event results in crash
- Replies: 6
- Views: 1474
[1.1.88]Changing map gen settings with on_chunk_generated event results in crash
local count = 0 local on_chunk_generated = function(event) count = count + 1 if (count == 1681) then local surface = game.surfaces[1] local iron = "iron-ore" local copper = "copper-ore" local coal = "coal" local stone = "stone" local oil = "crude-oil&quo...
- Tue Jul 25, 2023 8:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.87] Crash during replay (BlueprintBookRecordWidget::BlueprintBookRecordWidget)
- Replies: 2
- Views: 1295
[1.1.87] Crash during replay (BlueprintBookRecordWidget::BlueprintBookRecordWidget)
Game crashes when replaying the following save from the perspective of player Kroklion with Show GUI enabled. Crash happens when the research of weapon shooting speed 2 reaches 5%.
- Thu Mar 23, 2023 2:38 pm
- Forum: Bug Reports
- Topic: [1.1.76] Tooltip for recipe in crafting gui fails to appear
- Replies: 1
- Views: 648
[1.1.76] Tooltip for recipe in crafting gui fails to appear
In the crafting gui if a recipe is clicked before the tooltip delay expires the tooltip will not appear.
- Tue Feb 21, 2023 9:13 pm
- Forum: Minor issues
- Topic: [1.1.76] Enemy expansion candidate chunk value computation is slow
- Replies: 3
- Views: 913
Re: [1.1.76] Enemy expansion candidate chunk value computation is slow
Thanks for looking. Here is an example of chunk score being slow when spawners are destroyed instead of generated.
- Tue Feb 21, 2023 5:59 am
- Forum: Minor issues
- Topic: [1.1.76] Enemy expansion candidate chunk value computation is slow
- Replies: 3
- Views: 913
[1.1.76] Enemy expansion candidate chunk value computation is slow
This computation is done even when it's not used for gameplay (peaceful and/or expansion disabled). Here are a list of benchmarks with different expansion parameters. Save 2.zip- Enemy Bases Disabled Performed 25000 updates in 43078.746 ms avg: 1.723 ms, min: 0.014 ms, max: 22.377 ms checksum: 14785...
- Sun Feb 19, 2023 1:52 am
- Forum: Not a bug
- Topic: [1.1.76] Positive flamethrower gun speed bonus does not affect fluid consumption of flamethrower turret
- Replies: 1
- Views: 664
[1.1.76] Positive flamethrower gun speed bonus does not affect fluid consumption of flamethrower turret
When flamethrower gun speed modifier is set to a value lower than default the fluid consumption of the flamethrower turret decreases from default consumption as expected. When flamethrower gun speed modifier is set to a value higher than default the fluid consumption of the flamethrower turret does ...
- Tue Oct 04, 2022 6:48 pm
- Forum: News
- Topic: Factorio is coming to Nintendo Switch™
- Replies: 83
- Views: 40523
Re: Factorio is coming to Nintendo Switch™
- Only online download. - Same price - Demo will be available same price is a pretty crap way to release a game without the full functionality. please price the switch version appropriately. as in, less than PC version, because, it is, technically, lesser. If anything it should cost more to compens...
- Sat Oct 01, 2022 6:37 pm
- Forum: Fixed for 2.0
- Topic: [1.1.69] EULA text cut off
- Replies: 1
- Views: 1029
[1.1.69] EULA text cut off
Please see attached screenshot.
- Mon Feb 21, 2022 6:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias][1.1.53] Train gui groups stations with different names
- Replies: 1
- Views: 2372
[Tobias][1.1.53] Train gui groups stations with different names
If two train stops have the same name except one has a leading space the train gui will have the stations grouped as if they have the same name. The train will not go to all the stations in the group.
- Sun Feb 20, 2022 7:15 pm
- Forum: Technical Help
- Topic: [1.1.53] Can't connect to LAN game on headless server but 1.0 works
- Replies: 4
- Views: 2860
Re: [1.1.53] Can't connect to LAN game on headless server but 1.0 works
Have you tried testing with two instances of factorio on the same computer?