Search found 504 matches
- Mon Jun 21, 2021 5:15 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Female Character
- Replies: 21
- Views: 18786
Re: Female Character
Can Factorio please add a sex option in-game? It shouldn't be too hard as it's a simple running animation. I am very grateful for games that give myself and others this option. As eradicator said, it's a LOT more than that. There has to be an animation sheet for idling, mining, and running. Each of...
- Mon Jun 21, 2021 4:51 pm
- Forum: Modding interface requests
- Topic: Passenger count for vehicles
- Replies: 5
- Views: 1861
Re: Passenger count for vehicles
Okay maybe more than two occupants is unnecessary, but being able to say "driver only" would be nice. It is a possibility to split into 2 bools, 'allow_drivers' and 'allow_passengers'. It wouldn't be so simple, but possible If this does happen, I would suggest allowing for a passenger onl...
- Mon Jun 21, 2021 4:41 pm
- Forum: Technical Help
- Topic: [1.1.35] unable to save the map
- Replies: 11
- Views: 3971
Re: [1.1.35] unable to save the map
For an unsigned integer -28 with the first bit flipped becomes 2147483620, so quite possible you just had a random bit flip. It happens, you'll see reports of it on the forums decently often.
- Mon Jun 21, 2021 7:18 am
- Forum: Not a bug
- Topic: [1.1.35] Crash loading sea block pack mod
- Replies: 2
- Views: 1031
Re: [1.1.35] Crash loading sea block pack mod
1) This subforum is for bug reports for the game, not for mods. 2) You need to grab the mod pack zip file from the forum thread and unzip the contents to your mod folder. DO NOT update any mods. Newer versions will break it as it's not setup to deal with those changes. This specific issue is from us...
- Sun Jun 20, 2021 6:34 pm
- Forum: Modding help
- Topic: Unique items in MP
- Replies: 8
- Views: 2035
Re: Unique items in MP
1) Generate 100 different coin prototypes in data stage.... Hm, nope, this doesn't work after all. You'd also need 100 variations of each recipe. Also recipes are owned by forces, not players, so team-play wouldn't work. And in the odd case that more than 100 players join a game (not nessecarily si...
- Sun Jun 20, 2021 5:54 pm
- Forum: Technical Help
- Topic: Wrong Colour
- Replies: 2
- Views: 910
Re: Wrong Colour
Someone's posted about a similar thing before, found the thread on reddit: https://www.reddit.com/r/factorio/comme ... int_issue/
Short version - they reverted their graphics drivers to an older version and it was fixed.
Short version - they reverted their graphics drivers to an older version and it was fixed.
- Sun Jun 20, 2021 5:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Logistic request optimiser
- Replies: 5
- Views: 1919
Re: Logistic request optimiser
Not really. The logistics logic are kept fairly simple to keep calculation costs down, so it can't make decisions like that. You can use a double buffer system where your items go into a regular chest that only feeds a provider chest if there are at least 4 items - a stack inserter with a stack size...
- Sat Jun 19, 2021 10:50 pm
- Forum: Mods
- Topic: [MOD 1.1] Reusable Robots
- Replies: 0
- Views: 664
[MOD 1.1] Reusable Robots
Name: Reusable Robots Factorio Version: 1.1.x URL: https://mods.factorio.com/mod/Reusable_Robots Allows combat robots that expire due to their lifespan ending to drop a shell that can be refilled to recreate the capsule, to decrease the end cost of using them as long as they aren't destroyed. Capsul...
- Sat Jun 19, 2021 10:14 pm
- Forum: Ideas and Requests For Mods
- Topic: Logistic request optimiser
- Replies: 5
- Views: 1919
Re: Logistic request optimiser
Logistic bots already automatically take as much as their carrying capacity allows, assuming there's enough in the chest they're grabbing from, regardless of how many items are needed. If you request one, they'll try to take 4. If you request 6, two bots will try to take 4 each. They also can never ...
- Fri Jun 18, 2021 5:59 pm
- Forum: Gameplay Help
- Topic: Why is pollution stuck in these chunks?
- Replies: 3
- Views: 1628
Re: Why is pollution stuck in these chunks?
Offhand it looks like there's barely any pollution in there, but since the tiles have all been made concrete there isn't any pollution absorption anymore (concrete absorbs 0, most other tiles have a non-zero amount) so it can't dissipate. Logic for making pollution spread IIRC uses the amount in the...
- Mon Jun 14, 2021 1:31 am
- Forum: Gameplay Help
- Topic: 1.1.34 Playing a LAN game with my kid, sometimes objects just disappear
- Replies: 4
- Views: 1575
Re: 1.1.34 Playing a LAN game with my kid, sometimes objects just disappear
It's possible it's one of your mods causing it for some reason. You should see if it still happens in a vanilla game.
- Sun Jun 13, 2021 4:52 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1645
- Views: 563421
Re: Simple Questions and Short Answers
As lowechen said, looks like there's nothing in the pipes to pump in. If it's supposed to be emptying, you need to rotate the pump to make it empty.
- Sat Jun 12, 2021 7:32 pm
- Forum: Wiki Talk
- Topic: Type for robot capsules is wrong
- Replies: 3
- Views: 2192
Re: Type for robot capsules is wrong
Yes but the projectile isn't the point of the capsule - the robot that's spawned is. The prototype types aren't any use to anyone but modders, and how many times is someone going to look at that page because they want the projectile prototype info? Of the three prototypes involved here, capsule->pro...
- Sat Jun 12, 2021 6:41 pm
- Forum: Wiki Talk
- Topic: Type for robot capsules is wrong
- Replies: 3
- Views: 2192
Type for robot capsules is wrong
All three of the robot capsules pages have "Prototype type projectile", which isn't right. The other capsules (grenades/slowdown/poison) are set the same, but they actually spawn a projectile, but the robot capsules spawn a combat-robot and should link to https://wiki.factorio.com/Prototyp...
- Sat Jun 12, 2021 2:41 am
- Forum: Questions, reviews and ratings
- Topic: [SOLVED] Request Update Modular Buildings Mod to 1.1 - Save UPS!
- Replies: 7
- Views: 2360
Re: [SOLVED] Request Update Modular Buildings Mod to 1.1 - Save UPS!
Beyond needing less power poles, I'd imagine you can also get higher fluid throughput from chained turbines, since there's half as many fluid boxes to go through. Might not work out that way though, since they have a larger fluid box and that can slow down flow since it's based on percentage of full...
- Fri Jun 11, 2021 7:09 pm
- Forum: Questions, reviews and ratings
- Topic: [SOLVED] Request Update Modular Buildings Mod to 1.1 - Save UPS!
- Replies: 7
- Views: 2360
Re: REQUEST: Update Modular Buildings Mod to 1.1
Ok crash should be fixed. Seemed to be due to the timing of the build event we fired when making an entity, which could end with our newly made entity being destroyed, before we set the fluidbox on it. Also I fixed blueprinting so robots will make double/quad versions using the appropriate number of...
- Fri Jun 11, 2021 4:20 pm
- Forum: Questions, reviews and ratings
- Topic: [SOLVED] Request Update Modular Buildings Mod to 1.1 - Save UPS!
- Replies: 7
- Views: 2360
Re: REQUEST: Update Modular Buildings Mod to 1.1
Shouldn't be any issues with joining them when not idle. I tested that when working on the connection issue - I was replacing turbines in my megabases nuclear setups without any problems. Maybe I missed something with engines, didn't test those as much. Blueprinting is wacky since the double/quad bu...
- Fri Jun 11, 2021 2:19 am
- Forum: Not a bug
- Topic: [1.1.34] Hitting Escape to cancel blueprint editing saves changes
- Replies: 3
- Views: 1173
Re: [1.1.34] Hitting Escape to cancel blueprint editing saves changes
:facepalm: Somehow Escape got set as a confirm key in my settings. Didn't notice it, since the save button only shows the first button configured, not the second. Resetting controls fixed it, so looked and found the errant setting.
So NaB.
So NaB.
- Fri Jun 11, 2021 2:12 am
- Forum: Questions, reviews and ratings
- Topic: [SOLVED] Request Update Modular Buildings Mod to 1.1 - Save UPS!
- Replies: 7
- Views: 2360
Re: REQUEST: Update Modular Buildings Mod to 1.1
I really have to wonder if this kind of thing even makes much of a difference anymore, with the improvements made to the fluid calculations since 0.16. So I decided to test it. Only things that had to be changed was removing the quickbar flag from the items, and removing the raise_event call and ins...
- Fri Jun 11, 2021 2:09 am
- Forum: Not a bug
- Topic: [1.1.34] Hitting Escape to cancel blueprint editing saves changes
- Replies: 3
- Views: 1173
Re: [1.1.34] Hitting Escape to cancel blueprint editing saves changes
Lemme try to reproduce it in a pure vanilla game. Don't see how any mods could affect it, since they can't touch base game GUIs, but I was able to reproduce it multiple times on several restarts while testing a mod. Thinking about it real quick, the blueprint was in my inventory and assigned to the ...