Search found 360 matches
- Thu Sep 14, 2023 9:24 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128859
Re: Friday Facts #375 - Quality
Let's look at what we know. 1 assembly machine 2 with 4 legendary prod3 0.75 * ((10 * 1.5 + 10) * 4) = 75 1 assembly machine 3 with 4 epic prod3 1.2 * ((10 * 0.9 + 10) * 4) = 91.2 1 assembly machine 3 with 4 rare prod3 1.2 * ((10 * 0.3 + 10) * 4) = 62.4 So, yes. There is some overlap. Edit: Nevermin...
- Thu Sep 14, 2023 8:04 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 70354
Re: Friday Facts #373 - Factorio: Space Age
"May I take your order please sir?"
"I'll have the interplanetary spaghetti please!"
"I'll have the interplanetary spaghetti please!"
- Thu Sep 14, 2023 6:53 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128859
Re: Friday Facts #375 - Quality
I don't get why the difference between assembling machine tiers and quality is confusing some people. Assembling machine 1 and 2 are entirely different products by design. Like a 50W motor would have thinner windings and smaller magnets than a 100W motor. They are built from different parts. A 50W m...
- Thu Sep 14, 2023 1:14 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 70354
Re: Friday Facts #373 - Factorio: Space Age
WOOOOOHOOOOO!!!!!!!!
- Mon Aug 21, 2023 2:17 pm
- Forum: News
- Topic: Friday Facts #372 - 2022 recap
- Replies: 32
- Views: 24407
Re: Friday Facts #372 - 2022 recap
Been so long since this was teased. I started examining the pic to find clues.. So the blue object to me is the most interesting. We can say 2 things for sure. It connects to the circuit network and is electrical in nature. You can clearly see the circuit network interface with the red and green wir...
- Mon Jun 12, 2023 7:05 pm
- Forum: General discussion
- Topic: Any improvements with fluid wagon alignment tolerance?
- Replies: 1
- Views: 811
Any improvements with fluid wagon alignment tolerance?
Been away for a few years. Just wondering if there have been any improvements regarding fluid wagon alignment tolerance? Basically the reason you can't use fluid wagons at stops where part of the train is on a curved rail. Back then I was trying to use trains with over 1k wagons using a series of S-...
- Mon Apr 11, 2022 5:55 pm
- Forum: Ideas and Suggestions
- Topic: Sim Factorio
- Replies: 3
- Views: 1013
Sim Factorio
The idea that you crash land by yourself in an endless sea of biters can be somewhat.. limiting on expandability of story, and subsequently gameplay. I propose changing this to "some survivors" have crash landed. Although at first it could still just be the player. I realize Factorio is al...
- Mon Mar 07, 2022 1:02 am
- Forum: Ideas and Suggestions
- Topic: Increase longevity
- Replies: 3
- Views: 1155
Re: Increase longevity
There are plenty of ways to make the game more interesting, with a little imagination. 1. Try diagonal factories 2. Try 4-way symmetrical factories 3. Try putting everything on a mega sushi belt 4. Try no belts, only direct insertion and trains 5. Try deathworld no walls 6. Try only coal fuel only s...
- Mon Feb 28, 2022 8:00 pm
- Forum: Ideas and Requests For Mods
- Topic: 3D via surfaces?
- Replies: 1
- Views: 1025
3D via surfaces?
Just wondering if it were possible to make 3D systems, like a multi level warehouse using more surfaces. So an area is designated somehow as 3D and one or more extra surfaces are created the same size as the ground area. Would it be possible to "pass" items directly between these surfaces?...
- Thu Feb 24, 2022 9:35 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 6030
- Thu Feb 24, 2022 6:58 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 6030
Re: No Deconstruction Timeout
For me it was a situation where I have a 20 minute train ride between my mall and my new site. The blueprint for the site is large, and I don't even know how many biter nests I will need to clear until I place it on the map. Then I have to actually kill the biter nest, go back and gather up all of t...
- Wed Feb 16, 2022 2:10 pm
- Forum: Gameplay Help
- Topic: Bug? - Deconstruction Flag Removed
- Replies: 7
- Views: 2275
- Wed Feb 16, 2022 4:23 am
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 6030
- Tue Feb 15, 2022 11:02 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 6030
Re: No Deconstruction Timeout
Log doesn't say loading mod, but does load the others, then goes on to say "1.793 Checksum of no-decon-timeout: 0"
I must be missing something stupid simple.
Here is the mod.
I must be missing something stupid simple.
Here is the mod.
- Tue Feb 15, 2022 8:52 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 6030
Re: No Deconstruction Timeout
Thank you very much for all the help. This is what I tried, in migrations for _, force in pairs(game.forces) do force.deconstruction_time_to_live = 4000000000 end end Would that count as iterating through forces? But when I check in map editor, forces > edit properties, deconstruction-time-to-live s...
- Tue Feb 15, 2022 2:55 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 6030
Re: No Deconstruction Timeout
Thanks. In both cases I loaded the mod, created a new scenario in map editor, placed blueprint over trees, turn time to x64 and wait about 44 day cycles and the trees were unmarked and ghosts under them poofed. I also tried saving the scenario and reloading. It looked like migrations was maybe tied ...
- Tue Feb 15, 2022 1:23 am
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 6030
Re: No Deconstruction Timeout
Thank you but I tried that and I tried putting this in migrations, but neither worked. for _, player in pairs(game.connected_players) do player.force.deconstruction_time_to_live = 4294967295 end end The only way I tested was going to map editor and cranking up the speed and wait for about 44 days. T...
- Mon Feb 14, 2022 6:31 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 6030
No Deconstruction Timeout
Would like a mod or a push in the right direction to make one. All it would do is remove the timeout period for deconstruction marks. All I can find is this from the API docs under Class LuaForce deconstruction_time_to_live :: uint [Read/Write] The time, in ticks, before a deconstruction order is re...
- Mon Feb 14, 2022 4:23 pm
- Forum: Gameplay Help
- Topic: Bug? - Deconstruction Flag Removed
- Replies: 7
- Views: 2275
Re: Bug? - Deconstruction Flag Removed
Apparently, there is a timeout. 3 hours from what I can tell. https://forums.factorio.com/viewtopic.php?t=49459 Don't suppose anyone knows how to adjust this? Can be reproduced by going to map editor new scenario, uncheck instant decon and BP building, place a blueprint over trees, increase time to ...
- Mon Feb 14, 2022 5:03 am
- Forum: Gameplay Help
- Topic: Bug? - Deconstruction Flag Removed
- Replies: 7
- Views: 2275
Re: Bug? - Deconstruction Flag Removed
Yes, first thing I did was place the BP. It is very large, I placed on the map, right over trees, cliff, biter nests. Then I kill all of the biter nest. I did notice ghost were not placed under biter nests, so I replaced it again. Then I set fire to the trees, laid some track, power and roboports. W...