Search found 5110 matches

by Klonan
Fri Nov 03, 2023 9:53 am
Forum: Implemented in 2.0
Topic: [1.1.91] Allow unselecting category in the ingame mod browser
Replies: 2
Views: 463

Re: [1.1.91] Allow unselecting category in the ingame mod browser

With refactorings and cleanups, we got this fixed in 2.0
by Klonan
Mon Oct 30, 2023 6:35 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 35164

Re: Friday Facts #382 - Logistic groups

why in Klonans example of a remote base has the passive supply chest have it's contents be multiplied by -2 in that network. Can someone explain what the purpose of doing that is vs just multiplying the signals by -1 and applying the constant combinator to that signal so if anything is below the am...
by Klonan
Sat Oct 21, 2023 7:15 pm
Forum: Mod portal Discussion
Topic: Increase 144x144 cap on mod portal thumbnails
Replies: 2
Views: 550

Re: Increase 144x144 cap on mod portal thumbnails

This appears to have been actioned, either since I posted the above or at some point in the last month, which was the previous time I uploaded a mod. I uploaded a mod yesterday and the mod portal uses the 288x288 thumbnail, and I can see that a couple of others uploaded on the same day also do the ...
by Klonan
Thu Oct 19, 2023 5:36 am
Forum: Not a bug
Topic: Unit entities created on an old mod prototype version have "cached" movement_speed
Replies: 1
Views: 398

Re: Unit entities created on an old mod prototype version have "cached" movement_speed

The speed of the unit is runtime read/write, you can set it to anything at runtime, the prototype just acts as the 'default max speed'
https://lua-api.factorio.com/latest/cla ... html#speed

You can write the speed in a migration to fix it up yourself if you want,
In short this isn't a bug
by Klonan
Fri Oct 06, 2023 11:35 am
Forum: Fixed for 2.0
Topic: [0.11.17] Shadow Angle Inconsistency
Replies: 4
Views: 13855

Re: [0.11.17] Shadow Angle Inconsistency

This is fixed in 2.0
by Klonan
Thu Oct 05, 2023 12:20 pm
Forum: Technical Help
Topic: Unable to change Factorio username!
Replies: 7
Views: 18765

Re: Unable to change Factorio username!

Absolute legend. One question; what will happen to items I had in multiplayer servers after i change name? I changed my username and now all my items are gone. If you change your name your save game will see your new name as a new character. You can use a console command to swap your character back...
by Klonan
Fri Sep 22, 2023 1:02 pm
Forum: This Forum
Topic: Forum name change
Replies: 23
Views: 9461

Re: Forum name change

Engimage wrote:
Fri Sep 22, 2023 12:50 pm
Hi @Klonan,

Please change my forum username to

Code: Select all

Engimage
to match my Factorio username
Thank you in advance!
It is done
by Klonan
Fri Sep 22, 2023 12:57 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49696

Re: Friday Facts #377 - New new rails

Love the tweaks to the rail system. Although it was workable before, there were definitely some odd quirks to it. Given the increase in curve size, would you mind sharing what a turnaround would look like? I would be very excited to see it become a smooth circle rather than the lumpy fella it is no...
by Klonan
Fri Sep 01, 2023 3:34 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 42210

Re: Friday Facts #374 - Smarter robots

With this new feature, we can set all the roboports near our resupply point to always have 100 logistic robots available. Once we arrive, our needs are serviced in record time, and afterwards you can see robots arriving to get the roboport back up to 100. In the example animation, it seemed the rob...
by Klonan
Sun Aug 27, 2023 9:32 am
Forum: Modding help
Topic: Modifying Vanilla Asset to inherit other prototype
Replies: 2
Views: 389

Re: Modifying Vanilla Asset to inherit other prototype

The way to do it, would be to make a new ammo turret from scratch which takes the flamer fuel, and then use the flamethrower graphics for it

The two types (ammo turret and fluid turret) have quite different logic and prototype definitions, it isn't simple to just change the type and have it all work.
by Klonan
Mon Jul 24, 2023 10:23 am
Forum: Modding help
Topic: Problem with "Wave defense" scenario
Replies: 4
Views: 878

Re: [Klonan] Problem with "Wave defense" scenario

I looked into it, and unfortunately I don't see a good way to handle this on my side, especially as I don't want to start writing specific mod exclusions in to base game scenarios My only suggestion would be to only create 1 surface and use position offsets for the characters, which will reduce the ...
by Klonan
Mon Jul 24, 2023 9:22 am
Forum: Gameplay Help
Topic: How to turn off the yellow warning icon?
Replies: 8
Views: 1491

Re: How to turn off the yellow warning icon?

You can disable those alerts with a command (It won't disable achievements):
/alerts disable not_enough_repair_packs
by Klonan
Tue Jul 04, 2023 10:25 pm
Forum: Implemented for 2.0
Topic: extend /admins [online|o] [count|c] <-- akin to /players
Replies: 3
Views: 804

Re: extend /admins [online|o] [count|c] <-- akin to /players

I will move this to modding interface requests as it feels more appropriate
by Klonan
Tue Jul 04, 2023 7:04 pm
Forum: Technical Help
Topic: Player vs Player map editor doesnt start
Replies: 4
Views: 602

Re: Player vs Player map editor doesnt start

After choosing a team you can go back to the editor using the console command `/editor`
by Klonan
Mon Jul 03, 2023 7:54 pm
Forum: Technical Help
Topic: Player vs Player map editor doesnt start
Replies: 4
Views: 602

Re: Player vs Player map editor doesnt start

Hi Folks I can use the map editor in every scenario but whenever i pick to edit player vs player map, all i get is this What am i doing wrong? In the map editor, the map is paused by default, so if you want to generate the map you will need to run the game tick for a little while so it can generate...

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