Search found 466 matches
- Thu Aug 19, 2021 9:58 am
- Forum: Modding discussion
- Topic: Would a recipe input of either/or ever work?
- Replies: 7
- Views: 2673
Would a recipe input of either/or ever work?
Does anyone think/know if it is (will ever be) possible to have recipes that can use one of n inputs and make something of it? Im thinking of A1 OR A2 plus B = C A1 OR A2 plus B1 OR B2 = C I'd have an idea for a mod which could benefit from something like this It would not be exactly like upgrading ...
- Mon Aug 09, 2021 5:30 am
- Forum: Ideas and Suggestions
- Topic: In-game changelog viewer order / Changelog should default to installed version + 1
- Replies: 15
- Views: 4008
Re: In-game changelog viewer order
He might be talking about mod versions in the "download" tab, but iirc they are ordered newest first. Other than that, as it's just displaying a txt. file, we can only point authors to the changelog tutorial , where iirc an order suggestion isn't even mentioned. And I doubt you'd get peopl...
- Wed Aug 04, 2021 7:46 am
- Forum: PyMods
- Topic: pY Alternative Energy - Discussion
- Replies: 180
- Views: 93513
Re: pY Alternative Energy - Discussion
In the announcement of this mod, as I understand it, it is indicated that this mod is not compatible ("too much work") with some of your other works, such as high-tech and alien life. AFAIK, this mod will be compatible with the full pyanodon mod set. Just not with other major mods, e.g. A...
- Wed Jul 28, 2021 10:11 am
- Forum: Ideas and Requests For Mods
- Topic: Mod Request: Railroad crossing block
- Replies: 10
- Views: 3487
Re: Mod Request: Railroad crossing block
Doubt that's possible beyond using normal gates+rails with hidden entities (signals+wires)
One may as well use a blueprint
One may as well use a blueprint
- Sat Jul 10, 2021 5:36 pm
- Forum: Spread the Word
- Topic: Factorio Speedrun on GDQ
- Replies: 3
- Views: 3401
- Thu Jun 10, 2021 10:43 am
- Forum: Ideas and Requests For Mods
- Topic: Wood used for infrastructure recipes
- Replies: 13
- Views: 3938
Re: Wood used for infrastructure recipes
Use wooden sticks for a foundation thingie that every building/machine needs to be assembled. Could run through prototypes that are placeable and add it to every such recipe, to include mods as well?
Could be replaced by concrete for AM mk3 or something.
Wood/bricks/concrete for belt foundations?
Could be replaced by concrete for AM mk3 or something.
Wood/bricks/concrete for belt foundations?
- Thu Jun 10, 2021 10:39 am
- Forum: Ideas and Requests For Mods
- Topic: Gravity Electricity storage / stone use
- Replies: 7
- Views: 2284
Re: Gravity Electricity storage / stone use
Is it possible to link acumulator prototype properties with miner/pumpjack ones? Only placeable on (new resource) mine shafts.
Like for example pY implements lots of special deep mines for almost any resource.
Like for example pY implements lots of special deep mines for almost any resource.
- Fri Apr 30, 2021 4:00 pm
- Forum: Technical Help
- Topic: How does the "whitelist" on a server work?
- Replies: 5
- Views: 2884
- Tue Apr 20, 2021 10:24 am
- Forum: Duplicates
- Topic: Why aren't these robots repairing the walls? Makes manual repair take forever.
- Replies: 7
- Views: 3888
Re: Why aren't these robots repairing the walls? Makes manual repair take forever.
Part of a roboport network, port based bots already on the way? They'd need to have repair packs aviable, in chests or roboport, then they'd get a repair job assigned. If the job is already assigned, your personal bots won't do anything. The land based ones could be miles away, the game won't abort ...
- Mon Apr 19, 2021 5:25 am
- Forum: Mods
- Topic: FNEI showing recipes that are unattainable
- Replies: 2
- Views: 1796
Re: FNEI showing recipes that are unattainable
Pretty sure there is a setting to hide such recipes Since I can't test it right now, I'd suggest you try the mod portal discussion https://mods.factorio.com/mod/FNEI/discussion Or the mod's forum thread https://forums.factorio.com/viewtopic.php?f=97&t=49461 Opening a new one will most likely onl...
- Sun Apr 18, 2021 10:33 am
- Forum: Mods
- Topic: Design Help Needed: Wireless Power
- Replies: 2
- Views: 1334
Re: Design Help Needed: Wireless Power
Not put much thought into it while having breakfast :lol: But what about hidden energy consuming entities in large power poles? A lamp that's always on, assemblers auto set to a void recipe Call them cable resistance. It would make the power draw through fake resistance linear and I'm not an electri...
- Wed Apr 14, 2021 5:32 am
- Forum: Releases
- Topic: Version 1.1.31
- Replies: 8
- Views: 11625
Re: Version 1.1.31
If it's only a few hours the translators are asking for, and it's not critical bugs which cause hundreds of crash reports and need a hotfix, I don't see a reason why we couldn't wait another day. It's been said above, there is no schedule for releases, so a patch can never be "late". Trans...
- Tue Apr 13, 2021 4:33 pm
- Forum: Minor issues
- Topic: [1.1.31] Player model invisible in a corner of pipes
- Replies: 3
- Views: 1633
Re: [1.1.31] Player model invisible in a corner of pipes
Not sure about ALT mode and pipe contents, but this looks to me as if the character isn't hidden behind the underground pipe, but the sulfuric acid icon
- Fri Apr 09, 2021 8:01 am
- Forum: Ideas and Suggestions
- Topic: Sort item icons in rich text by where they would appear in the inventory
- Replies: 28
- Views: 5149
Re: Sort icons by their position in the crafting menu
Alumin(i)um
chchch
chchch
- Fri Apr 09, 2021 6:22 am
- Forum: Not a bug
- Topic: Artillery priority issues
- Replies: 4
- Views: 1733
Re: Artillery priority issues
Whether this is a bug or not, running into aggroed biters is something you have to deal with yourself. If you load a gun, you have to assume it will be in range of something and therefore shoot it. It might be in an active but yet unrevealed chunk. Therefore you have to protect it and not stand in t...
- Thu Apr 08, 2021 3:59 pm
- Forum: Gameplay Help
- Topic: [1.1.30] No warning, if i save over an existing savefile
- Replies: 20
- Views: 5261
Re: [1.1.30] No warning, if i save over an existing savefile
Not saying your proposal is a bad idea, just wanted to help meanwhile
Happy min/maxing
Happy min/maxing
- Wed Apr 07, 2021 10:57 am
- Forum: Gameplay Help
- Topic: [1.1.30] No warning, if i save over an existing savefile
- Replies: 20
- Views: 5261
Re: [1.1.30] No warning, if i save over an existing savefile
Is there a save/load shortcut key like F4/F5 in old games?
Maybe that could help in your case
- Tue Apr 06, 2021 12:08 pm
- Forum: Gameplay Help
- Topic: [1.1.30] No warning, if i save over an existing savefile
- Replies: 20
- Views: 5261
Re: [1.1.30] No warning, if i save over an existing savefile
I recently noticed that it doesn't ask me, but I thought it was always that way in Factorio :roll: The only confirmation I remember is if you want to leave without saving. I think of it more as a feature than a bug. Are you sure? Are you REALLY sure? Last chance to make sure you are sure you want to...
- Mon Apr 05, 2021 6:17 pm
- Forum: Technical Help
- Topic: [1.1.30] Cant load Savegame - Bad Zip File
- Replies: 8
- Views: 2758
Re: [1.1.30] Cant load Savegame - Bad Zip File
If the "older games" you tested have not autosaved while testing them, your auto save should have a working version from "zwölfter versuch"Faulidenga wrote: ↑Mon Apr 05, 2021 5:09 pm
Older savegames from previous games are working.
So i lost hundreds of hours of work
- Sun Apr 04, 2021 6:51 am
- Forum: Questions, reviews and ratings
- Topic: What mods to play?
- Replies: 5
- Views: 3107
Re: What mods to play?
Have not tested it alot yet, but Nullius seems interesting.
https://mods.factorio.com/mod/nullius
https://mods.factorio.com/mod/nullius