That was an in-game bug with "0.17" .. reported here viewtopic.php?f=182&t=79927
Within 0.18 this has been fixed and the research speed has been correctly displayed in the hover tool tips.
See examples
Search found 131 matches
- Tue Jan 21, 2020 10:43 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Factorio Extended Plus
- Replies: 52
- Views: 73179
- Fri Jan 17, 2020 4:42 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 41682
Re: Friday Facts #330 - Main menu and File Share Shenanigans
Personally I have never had any issues with my QNAP devices, and I have been using them for 5+ years. One is in the garage as a backup target, the main one is in my office and I have it hosting a couple of virtual servers. I wonder what grade of hard disks they were using, from what has been said in...
- Fri Jan 10, 2020 10:23 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.79] LabPrototype::researchingSpeed not respected when showing speed in tooltip of lab entity
- Replies: 1
- Views: 1344
[Twinsen] [0.17.79] LabPrototype::researchingSpeed not respected when showing speed in tooltip of lab entity
I was playing about with a mod to add some mk2/3 labs which would increase module slot and researching_speed per tier. When I had a look in game the tooltips did not show the "researching_speed" effect, all I could see was the ingame bonus from research. If I look at the item in my invento...
- Mon Jan 06, 2020 9:00 am
- Forum: Ideas and Requests For Mods
- Topic: How to make construction bots invincible?
- Replies: 5
- Views: 3069
Re: How to make construction bots invincible?
Not near factorio to test this currently, but this code snippet should work in the "data-final-fixes.lua" file. local resistances = {"fire", "physical", "explosion", "acid", "impact", "laser"} for _, bot in pairs(data.raw["co...
- Mon Jan 06, 2020 8:42 am
- Forum: Ideas and Requests For Mods
- Topic: How to make construction bots invincible?
- Replies: 5
- Views: 3069
Re: How to make construction bots invincible?
Have you looked at .. https://mods.factorio.com/mod/Repair_Turret .. to support repairing your walls ? You could also take a copy of .. https://mods.factorio.com/mod/fireproof-bots .. and edit the resistances in the file "data-final-fixes.lua" If you want to stick with robots, look at the ...
- Thu Jan 02, 2020 10:15 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 169553
Re: [MOD 0.16.x]Factorio Extended 0.3.1
Have you tried using "Factorio Extended Plus" ?
You can find all the primary mods under https://mods.factorio.com/user/jimmyjon711
You can find all the primary mods under https://mods.factorio.com/user/jimmyjon711
- Sun Nov 24, 2019 3:29 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 236292
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
My tentative plan for when we get the high res base game icons is to set up some kind of automated way to generate stacked images from a base image, which if that worked out I'd provide to mod developers who want a quick path to make stacked icons without fiddling pixel-by-pixel in an image editor ...
- Fri Nov 15, 2019 3:59 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 37519
Re: Friday Facts #321 - Countdown
Any significance to the date "25th September" ?
- Thu Nov 14, 2019 8:42 am
- Forum: Texture Packs
- Topic: Xmas Graphics
- Replies: 0
- Views: 3070
Xmas Graphics
Last year (Seeeno/Darkfrei) gave us https://mods.factorio.com/mod/xmas-feels. Darkfrei has updated the mod to be 0.17 compatible. I am wondering if anyone can help out with graphics to increasing the scope of the mod. Here are some ideas :- - Update the Christmas tree to have lights that change colo...
- Tue Nov 12, 2019 8:14 am
- Forum: Implemented Suggestions
- Topic: Pause Logistics Queues / Turn off logistic system requests
- Replies: 59
- Views: 21548
Re: Switch to deactivate character logistic requests
https://mods.factorio.com/mod/AutoTrash .. one of the options allows you to set a main network, where your logistics requests are sourced from
- Mon Nov 11, 2019 9:01 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 236292
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Deadlock loaders work without issue, the belt boxes have some support (Ingots can be stacked for example). You would have to use deadlock's public API in your own mod if you want to stack ores, as he didnt want to the ores stacked.
- Sun Nov 10, 2019 7:27 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 31309
Re: [0.17.x] [Z] Adventure
The mod has gone AWOL .. last activity accoring to the profile is .. Mon Jun 17, 2019 6:57 pm
- Tue Nov 05, 2019 10:41 am
- Forum: Won't implement
- Topic: [Request] Please add “turn_range” support to Artillery Guns
- Replies: 2
- Views: 1656
[Request] Please add “turn_range” support to Artillery Guns
Could you please allow the settings "turn_range" & "turret_base_has_direction" to be applied to the "Artillery Gun". I tried to create a gun with a narrow field of fire, but the values were not acted on and the gun was still able to turn in a full 360 degree circle....
- Thu Oct 24, 2019 10:28 am
- Forum: Ideas and Requests For Mods
- Topic: Radar module compatible with Vehicle Grid mod
- Replies: 3
- Views: 1644
Re: Radar module compatible with Vehicle Grid mod
This is not what your after, but achieves the same goal
'Big Brother' appears to attach an micro radar to entities (cars / trains / power poles) as research is progressed.
https://mods.factorio.com/mod/Big_Brother
'Big Brother' appears to attach an micro radar to entities (cars / trains / power poles) as research is progressed.
https://mods.factorio.com/mod/Big_Brother
- Tue Oct 22, 2019 10:51 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 395024
Re: [MOD 0.17] Industrial Revolution
For "deadlock-experimental" to work its expecting a pre-requisite that copper/iron/steel plates have already been defined in a stacked format with the base "deadlock-beltboxes-loaders" mod. With IR you dont smelt ore into plates, instead you smelt ores into ingots. So I wouldnt h...
- Thu Oct 03, 2019 8:57 am
- Forum: Technical Help
- Topic: convert map exchange string to map generator settings
- Replies: 7
- Views: 6043
Re: convert map exchange string to map generator settings
I am not near my home PC, but I believe these commands would generate the data /c game.write_file("map-settings.json", serpent.block(game.map_settings)) /c game.write_file("map-gen-settings.json", serpent.block(player.surface.map_gen_settings)) This will output to the "scrip...
- Tue Sep 24, 2019 7:33 am
- Forum: Gameplay Help
- Topic: How to use Rich text properly
- Replies: 11
- Views: 8685
Re: How to use Rich text properly
How about an "emoji" button on the text tool bar that opens up a GUI which displays all the current icons. Pick an icon and it gets dropped into the text.
- Fri Sep 06, 2019 8:36 am
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 93814
Re: Nauvis Post Collapse (16GB ram minimum required)
Some other code snippets .. Remove all cars with nothing in their inventory /c local surface = game.player.surface local count = 0 for _, entity in pairs(surface.find_entities_filtered({name="car"})) do inv = entity.get_inventory(defines.inventory.car_trunk) if inv.is_empty() then entity.d...
- Fri Sep 06, 2019 8:06 am
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 93814
Re: Nauvis Post Collapse (16GB ram minimum required)
- remove 'indestructible' tag from all spawners (in editor and/or by LUA command for a game already in progress). Not sexy code .. but this should allow all non-destructible entities to now be destructible :) /c local surface = game.player.surface local count = 0 for _, entity in pairs(surface.find...
- Thu Sep 05, 2019 6:54 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 395024
Re: [MOD 0.17+] Industrial Revolution (WIP)
Front page has been update to say its coming out on 6th Sept ... just hope that is 2019