Search found 489 matches

by Silari
Sun Mar 12, 2023 2:29 am
Forum: Mods
Topic: [MOD 1.1] Need help testing unofficial Creative Mod update
Replies: 8
Views: 1078

Re: [MOD 1.1] Need help testing unofficial Creative Mod update

(Was the first iteration of Creative Mod(e) before /editor was a thing?) Map Editor used to only be accessible from the main menu until 0.17, so yes, there was no /editor when the original was released. And even then there wasn't any electric energy interface or infinity chests or the like. There a...
by Silari
Sat Mar 11, 2023 11:40 pm
Forum: Mods
Topic: [MOD 1.1] Need help testing unofficial Creative Mod update
Replies: 8
Views: 1078

Re: [MOD 1.1] Need help testing unofficial Creative Mod update

Never used Editor Extensions so no idea. It's Creative Mod, but (should be) faster. That's all I can say.
by Silari
Sat Mar 11, 2023 9:04 pm
Forum: Mods
Topic: [MOD 1.1] Need help testing unofficial Creative Mod update
Replies: 8
Views: 1078

[MOD 1.1] Need help testing unofficial Creative Mod update

What? I've made an unofficial update to Creative Mod to deal with some of the issues arising from how old and out of date it's code base is. For instance, the void energy type was added in 0.17, but the mod still relies on burner energy types refilled by LUA scripting to keep entities powered. The ...
by Silari
Mon Mar 06, 2023 7:58 pm
Forum: Combinator Creations
Topic: Nullius by-product trains
Replies: 7
Views: 2488

Re: Nullius by-product trains

As you can see, rather than having a single load/unloading lane that is empty 99% of the time, I have combined several stops in the same lane. I do occasionally get a little backed up when two trains happen to get summoned at the same time, but it resolves very quickly thank you rapid unloading tim...
by Silari
Sun Mar 05, 2023 3:50 pm
Forum: Ideas and Suggestions
Topic: Let Tanks Flamethrower linger on ground like the hand held
Replies: 3
Views: 595

Re: Let Tanks Flamethrower linger on ground like the hand held

Tank flamethrower was added to help clear trees, not combat. Thats why it doesn't behave the same as the handheld thrower - it's designed to not start massive, uncontrollable fires.
by Silari
Sun Feb 26, 2023 7:48 pm
Forum: Gameplay Help
Topic: Bots from personal roboports do not build it all
Replies: 5
Views: 1027

Re: Bots from personal roboports do not build it all

If you place a blueprint with more jobs than you have bots the rest will be performed by the general network if there is one. The general bots cannot take stuff from your inventory though so you are either misunderstanding what is happening or the bots that come are personal bots that you abandoned...
by Silari
Sun Feb 19, 2023 12:16 am
Forum: Modding interface requests
Topic: Restrict item storage and transportation
Replies: 7
Views: 1137

Re: Restrict item storage and transportation

Regarding chest performance: Filters on containers were added in 1.1.62 for mods to configure Added support for container entities with filters by using inventory_type = "with_bar" or "with_filters_and_bar". That's not how I interpreted that. That sounds to me like something the...
by Silari
Mon Feb 13, 2023 1:18 am
Forum: General discussion
Topic: Do mods prevent steam achievements permanently?
Replies: 5
Views: 4098

Re: Do mods prevent steam achievements permanently?

Presumably they just didn't bother making a separate way to track mod usage since they already had the list of loaded mods. And it's not like you can't just cheat by editing the game files, or the save game. Also, its just a list of things, not like it actually effects anything. There are tools to g...
by Silari
Mon Feb 13, 2023 12:49 am
Forum: General discussion
Topic: Do mods prevent steam achievements permanently?
Replies: 5
Views: 4098

Re: Do mods prevent steam achievements permanently?

The game doesn't track if mods were used on a save, only if they're currently active. Console commands get recorded permanently.

The achievement list in game will tell you if the game is using the modded list or not.
by Silari
Mon Feb 06, 2023 12:45 am
Forum: Gameplay Help
Topic: Train Limit on Train Station not working
Replies: 7
Views: 1183

Re: Train Limit on Train Station not working

After some quick testing in game I think I know what happened. Your train has already 'left' the station, thus it's not using up the 1 slot limit for the station, allowing another train to route to it. Notice its status is 'Heading to Copper Ore PU' in the station's train listing - if it was waiting...
by Silari
Fri Jan 27, 2023 1:12 am
Forum: Technical Help
Topic: [1.1.75] Crash
Replies: 26
Views: 3064

Re: [1.1.75] Crash

First step would be to dust it, then worry about thermal paste if that doesn't take care of it.
by Silari
Wed Jan 25, 2023 1:37 am
Forum: Questions, reviews and ratings
Topic: Help me find this MOD: "produce" resources
Replies: 5
Views: 1080

Re: Help me find this MOD: "produce" resources

Are you thinking of Dark Matter Replicators? Replicators can make items using just electricity, and the textures for them was basically just the vanilla lab. Resources required tier 1 replicators, more complicated items required higher tiers. https://mods.factorio.com/mod/dark-matter-replicators The...
by Silari
Sat Jan 21, 2023 6:10 pm
Forum: Technical Help
Topic: PC specs for large bases
Replies: 4
Views: 1114

Re: PC specs for large bases

graphics are not intensive and a low to mid video card is plenty.
That's not entirely true. While it generally doesn't require much power, it can use a LOT of VRAM, which low end cards generally aren't going to have. 2GB is good. If you're running mods it can use a lot more.
by Silari
Thu Jan 19, 2023 3:05 am
Forum: Modding help
Topic: Bads with adding assembling entity and crafting category
Replies: 2
Views: 559

Re: Bads with adding assembling entity and crafting category

The prototypes for boilers and assembling machines are very different - you can't just copy all the data and change the type to have it work. Boilers have their sprites defined in a structure property, assembling machines use an animation property, which have differences in how they are laid out.
by Silari
Tue Jan 17, 2023 3:57 am
Forum: Technical Help
Topic: Loading worlds from before 0.18?
Replies: 10
Views: 1305

Re: Loading worlds from before 0.18?

While the zip file does have it's own separate game data directory, it still defaults to the same user data location, so that won't help, either, unless you edit the config-path.cfg file in the game data directory first to point to a different location before even firing it up. Windows version stan...
by Silari
Mon Jan 16, 2023 12:01 am
Forum: Modding discussion
Topic: What to do with entities after uninstall
Replies: 28
Views: 6425

Re: What to do with entities after uninstall

A player in single player mode has uninstalled (i.e. removed all files of) mod A. Mod A has just been turned off in a multiplayer game when a new player who hasn't installed the mod joins. In both cases, on_configuration_changed would still contain the info that there is an old, but no new version ...
by Silari
Fri Dec 30, 2022 3:34 am
Forum: Modding help
Topic: Maximum spritesheet width is 8192, but image is 1024 wide
Replies: 7
Views: 1083

Re: Maximum spritesheet width is 8192, but image is 1024 wide

Looks like you misspelled 'line_length' in all your attempts as 'lines_length'. That means the game is assuming these are all on one line.
by Silari
Sun Dec 18, 2022 5:38 am
Forum: News
Topic: Friday Facts #370 - The journey to Nintendo Switch
Replies: 73
Views: 26476

Re: Friday Facts #370 - The journey to Nintendo Switch

You would think that will all the resources spent on porting this game to other platforms like switch (much different than pc, different control scheme, less powerful, architecture, etc) and mac, that could have been spent working on the actual expansion. If you actually read the FFF you'd know tha...
by Silari
Sat Nov 26, 2022 12:38 am
Forum: Gameplay Help
Topic: Coal liquefaction statistics
Replies: 8
Views: 1622

Re: Coal liquefaction statistics

That's not a bug. Catalysts aren't included in production statistics, as they aren't really being produced or consumed. There are other reports about it around: viewtopic.php?f=23&t=69934&p=425349&hil ... st#p425349

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