How does the downgrade work when there are multiple tiers in the upgrade planner.
Would all the Blue belt downgrade to the original belt colour, or would they just goto Red ?
Search found 139 matches
- Fri Jul 24, 2020 10:43 am
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 55577
- Fri Jul 24, 2020 10:32 am
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 55577
Re: Friday Facts #357 - Nuke
Question .. In the bottom video at the top of the screen there is a is a nuclear reactor.
I can see it getting damaged by the atomic bomb .. shouldn't that have caused it to go into meltdown and explode too ?
It was damaged, but not killed
Thanks for the clarification, for some reason I ...
- Fri Jul 24, 2020 10:20 am
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 55577
Re: Friday Facts #357 - Nuke
Question .. In the bottom video at the top of the screen there is a is a nuclear reactor.
I can see it getting damaged by the atomic bomb .. shouldn't that have caused it to go into meltdown and explode too ?
I can see it getting damaged by the atomic bomb .. shouldn't that have caused it to go into meltdown and explode too ?
- Sun Jun 14, 2020 10:14 pm
- Forum: Won't implement
- Topic: register_on_entity_inventory_changed()
- Replies: 1
- Views: 1101
register_on_entity_inventory_changed()
In 0.18.31 .. LuaBootstrap::register_on_entity_destroyed() .. was added.
I was hoping that a DEV would add .. register_on_entity_inventory_changed() .. as a means for modders that want to keep an eye on the inventory of a specific entity, instead of keep polling on Tick updates looking for changes ...
I was hoping that a DEV would add .. register_on_entity_inventory_changed() .. as a means for modders that want to keep an eye on the inventory of a specific entity, instead of keep polling on Tick updates looking for changes ...
- Thu May 28, 2020 4:19 pm
- Forum: Releases
- Topic: Version 0.18.28
- Replies: 7
- Views: 10895
Re: Version 0.18.28
FactorioBot wrote: Thu May 28, 2020 4:13 pm
- Improved performance by up to 2.5x when the game needs to iterate Lua tables on the C++ side.
- Improved save/load performance of mod script data.
Does any one have a reference posts on these two changes ?
- Tue May 26, 2020 11:54 am
- Forum: Modding interface requests
- Topic: LuaPlayer.open_map(position, scale, surface)
- Replies: 9
- Views: 3729
Re: LuaPlayer.open_map(position, scale, surface)
This feature would be helpful in Space Exploration where people are on multiple different surfaces, or with Factorissimo / Warptorio.
Ideally if this could be added to the richtext support so when people click a map position and it goes to the console with [gps=x,y,surface]. The surface variable ...
Ideally if this could be added to the richtext support so when people click a map position and it goes to the console with [gps=x,y,surface]. The surface variable ...
- Fri May 15, 2020 1:47 pm
- Forum: News
- Topic: Friday Facts #347 - New hope demo levels
- Replies: 54
- Views: 32667
Re: Friday Facts #347 - New hope demo levels
I wonder how hard it would be to have the construction drones throw grenades to clear trees
- Fri Apr 24, 2020 8:48 am
- Forum: Resolved Problems and Bugs
- Topic: 0.18.20 Bug with "Mod Settings"
- Replies: 7
- Views: 4989
Re: 0.18.20 Bug with "Mod Settings"
Out of curiosity, what is the use case for "hiding" mod settings ?
- Fri Apr 24, 2020 8:10 am
- Forum: Releases
- Topic: Version 0.18.20
- Replies: 16
- Views: 13263
Re: Version 0.18.20
I have posted in the bug section too.
https://forums.factorio.com/viewtopic.php?f=7&t=84141
I have some mods of my own, when I goto setting -> mod settings I get a blank screen saying there are no setting to change, when I know my own mod has several startup settings that can be altered.
https://forums.factorio.com/viewtopic.php?f=7&t=84141
I have some mods of my own, when I goto setting -> mod settings I get a blank screen saying there are no setting to change, when I know my own mod has several startup settings that can be altered.
- Fri Apr 24, 2020 8:01 am
- Forum: Resolved Problems and Bugs
- Topic: 0.18.20 Bug with "Mod Settings"
- Replies: 7
- Views: 4989
0.18.20 Bug with "Mod Settings"
After upgrading to 0.18.20 I found that GUI displaying Mod Settings is all blank.
I know "Deadlock Stacked Recipes" (my mod) has startup setting that should be displayed
I know "Deadlock Stacked Recipes" (my mod) has startup setting that should be displayed
- Fri Apr 24, 2020 7:58 am
- Forum: Releases
- Topic: Version 0.18.20
- Replies: 16
- Views: 13263
Re: Version 0.18.20
Got a Bug ..
Under Settings -> Mod settings
All the options have gone
Under Settings -> Mod settings
All the options have gone
- Thu Apr 16, 2020 7:32 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 35033
Re: [MOD 0.18.x] KenirasRandomRecipes
Looks like we have a rounding error with the "magazine" size getting set to 0 is my guess.
- Wed Apr 15, 2020 11:13 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 35033
Re: [MOD 0.18.x] KenirasRandomRecipes
I know currently you are changing the ratios of input and output for recipes, have you thought about randomizing the ingredients to make a recipe ?
We tried https://mods.factorio.com/mod/randotorio but it doesnt scale so well, EG for one seed it needed 1.7k stone to make a single green science ...
We tried https://mods.factorio.com/mod/randotorio but it doesnt scale so well, EG for one seed it needed 1.7k stone to make a single green science ...
- Mon Apr 13, 2020 4:27 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 35033
Re: [MOD 0.18.x] KenirasRandomRecipes
Hi ya .. can you please double check the speed you are setting the belt boxes too.
In your code you have belt_speed x 18 in deadlock loaders its multiplied by 32
https://github.com/shanemadden/factorio-deadlock-beltboxes-loaders/blob/764a1b0751653bffd65f3552223e6124bdaa1916/prototypes/create ...
In your code you have belt_speed x 18 in deadlock loaders its multiplied by 32
https://github.com/shanemadden/factorio-deadlock-beltboxes-loaders/blob/764a1b0751653bffd65f3552223e6124bdaa1916/prototypes/create ...
- Sun Apr 12, 2020 11:35 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 35033
Re: [MOD 0.18.x] KenirasRandomRecipes
Hi .. can you please take a look at your "deadlocks_loaders_update.lua" code.
With 0.18 deadlock loaders moved away from data.raw["loader"] to data.raw["loader-1x1"]
While your there can you also add support for the loaders that get created by the mod "https://mods.factorio.com/mod/deadlock ...
With 0.18 deadlock loaders moved away from data.raw["loader"] to data.raw["loader-1x1"]
While your there can you also add support for the loaders that get created by the mod "https://mods.factorio.com/mod/deadlock ...
- Thu Apr 09, 2020 8:46 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 35033
Re: [MOD 0.18.x] KenirasRandomRecipes
Seed = 39753
PLD bug it wont fire .. The beam requires more energy than the PLD provides ... probably need a check here to switch the pair of values around.
pld.attack_parameters.ammo_type.energy_consumption = 299kJ
pld.energy_source.buffer_capacity = 172kJ
["personal-laser-defense-equipment ...
PLD bug it wont fire .. The beam requires more energy than the PLD provides ... probably need a check here to switch the pair of values around.
pld.attack_parameters.ammo_type.energy_consumption = 299kJ
pld.energy_source.buffer_capacity = 172kJ
["personal-laser-defense-equipment ...
- Thu Apr 09, 2020 10:07 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 35033
Re: [MOD 0.18.x] KenirasRandomRecipes
Somthing else to check is the robot's cargo wagon size ..
In our current seed, this has given the bots a starting cargo size of 0. However this does not stop them from working, instead they are able to carry a whole stack at a time.
In our current seed, this has given the bots a starting cargo size of 0. However this does not stop them from working, instead they are able to carry a whole stack at a time.
- Tue Apr 07, 2020 6:52 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 35033
Re: [MOD 0.18.x] KenirasRandomRecipes
Thanks .. turrets are fixed
Got this error on using a different seed.
5.863 Mods to disable:Failed to load mods: Error while loading entity prototype "substation" (electric-pole): maximum_wire_distance must be <= 64
Modifications: Base mod › Keniras Random Recipes
Got this error on using a different seed.
5.863 Mods to disable:Failed to load mods: Error while loading entity prototype "substation" (electric-pole): maximum_wire_distance must be <= 64
Modifications: Base mod › Keniras Random Recipes
- Tue Apr 07, 2020 4:35 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 35033
Re: [MOD 0.18.x] KenirasRandomRecipes
Another point for "laser_turret" and "PLD" .. the
attack_parameters.ammo_type.action.action_delivery.max_length
needs to match the
attack_parameters.range
Otherwise the lasers will shoot but do no damage until both match
attack_parameters.ammo_type.action.action_delivery.max_length
needs to match the
attack_parameters.range
Otherwise the lasers will shoot but do no damage until both match
- Tue Apr 07, 2020 4:28 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 35033
Re: [MOD 0.18.x] KenirasRandomRecipes
Doing a compare of the data.raw from the save and a vanilla 0.18 save I see for "gun-turret" the properties were set to 0
attacking_speed
folding_speed
preparing_speed
rotation_speed
vehicle_impact_sound
"laser-turret" also had similar properties set to 0
folding_speed
preparing_speed ...
attacking_speed
folding_speed
preparing_speed
rotation_speed
vehicle_impact_sound
"laser-turret" also had similar properties set to 0
folding_speed
preparing_speed ...