Search found 158 matches
- Thu Mar 19, 2020 1:25 pm
- Forum: Modding help
- Topic: [0.18.X] Resource map preview behaviour
- Replies: 2
- Views: 684
Re: [0.18.X] Resource map preview behaviour
Oh, thank you for the tip, I can't deduce this from the documentation because map_grid haven't a description.
- Thu Mar 19, 2020 10:47 am
- Forum: Modding help
- Topic: [0.18.X] Resource map preview behaviour
- Replies: 2
- Views: 684
[0.18.X] Resource map preview behaviour
Hi to all. As described in the title: https://i.imgur.com/yl3FXBh.png https://i.imgur.com/4JSKDce.png This is a modded resource. Hovering the mouse on the resource, in the map, change the visibility of resource patchs, some resource patch appear. I look many times the definition of this resources an...
- Wed Mar 18, 2020 5:40 pm
- Forum: Modding interface requests
- Topic: find_entities(_filtered) by entity position
- Replies: 7
- Views: 1532
Re: find_entities(_filtered) by entity position
Is very easy find cases when is needed to know if an entity exist in a position, for example I use a list of entities that I process slowly on tick to reduce the volume of operation in the same instant. When this list of entities is overpopulated, will be helpful know if that entity exist in the la...
- Wed Mar 18, 2020 2:50 pm
- Forum: Modding interface requests
- Topic: find_entities(_filtered) by entity position
- Replies: 7
- Views: 1532
Re: find_entities(_filtered) by entity position
Is very easy find cases when is needed to know if an entity exist in a position, for example I use a list of entities that I process slowly on tick to reduce the volume of operation in the same instant. When this list of entities is overpopulated, will be helpful know if that entity exist in the las...
- Sun Mar 15, 2020 1:45 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143860
- Sun Mar 15, 2020 12:23 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143860
Re: [MOD 0.18] KRASTORIO^2
if im understanding what hes saying those tech cards have a limited number of techs they can unlock so once all the techs are researched the tech cards are useless. hes asking for them to be added to some of the already available infinite techs so that they are still needed in some fashion forever ...
- Sun Mar 15, 2020 7:51 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143860
Re: [MOD 0.18] KRASTORIO^2
All good and well. I was hoping to see the advanced, matter, singularity tech cards be part of the existing infinity research so that the infrastructure made for those two don't go to waste after obtaining the intergalactic tranceiver. since infini research is mostly for those going big, wouldent b...
- Sun Mar 15, 2020 7:22 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143860
Re: [MOD 0.18] KRASTORIO^2
i already mentioned where you can find the one that indicates inserter performance is now *worse* than it was before. Please provide the saves and benchmark results for this: the save file i just tested with 25,000 miniloaders and 25,000 deadlock 1x1 compact loaders. Don't seems strange to me, don'...
- Sun Mar 15, 2020 7:17 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143860
Re: [MOD 0.18] KRASTORIO^2
really enjoying this, it's not completely different from vanilla like bobangels but feels completely new and exciting! Took a quick look at post rocket launch science before sleep and I gotta ask: is there no continues research to dump the post rocket research cards after unlocking the last buildin...
- Sat Mar 14, 2020 8:43 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143860
Re: [MOD 0.18] KRASTORIO^2
By any chance, will the loaders in this mod use power? I die hard love the miniloader mod simply because they consume power. Would love to see that as an option if they dont already. Impossible, dev have abandon the loader prototype, so I decide to follow the energyless design Allow me to join this...
- Sat Mar 14, 2020 5:32 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143860
- Sat Mar 14, 2020 5:30 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143860
Re: [MOD 0.18] KRASTORIO^2
Should be compatibledoc776@gmail.com wrote: βSat Mar 14, 2020 3:54 amwere there any new bitter types added here? if not, would you say evolution enemies or bobs enemies would be compatible?
- Sat Mar 14, 2020 3:38 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143860
- Fri Mar 13, 2020 8:32 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143860
Re: [MOD 0.18] KRASTORIO^2
Technology is a bit slow compared to vanilla so is better a green start area. Maybe a bit more richness of some resourcesChloroform wrote: βFri Mar 13, 2020 4:07 pmWhat game settings do you recommend starting a new map?
Also, looks awesome and can't wait to play!
- Fri Mar 13, 2020 8:30 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143860
Re: [MOD 0.18] KRASTORIO^2
Impossible, dev have abandon the loader prototype, so I decide to follow the energyless designdoc776@gmail.com wrote: βFri Mar 13, 2020 3:00 pmBy any chance, will the loaders in this mod use power? I die hard love the miniloader mod simply because they consume power. Would love to see that as an option if they dont already.
- Fri Mar 13, 2020 9:02 am
- Forum: Modding interface requests
- Topic: find_entities(_filtered) by entity position
- Replies: 7
- Views: 1532
Re: find_entities(_filtered) by entity position
+1
I need this too
I need this too
- Fri Mar 13, 2020 8:51 am
- Forum: Modding interface requests
- Topic: Prototype/Boiler efficiency
- Replies: 3
- Views: 829
Re: Prototype/Boiler efficiency
Just set up multiplying for your electric energy source. local power = "600kW" local factor = 2 local value = tonumber(string.match(power, "%d[%d.,]*")) local unit = string.match(power, "%a+") local new_power = (factor*value) .. unit -- "1200kW" So you need t...
- Fri Mar 13, 2020 6:33 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143860
- Fri Mar 13, 2020 6:03 am
- Forum: Modding interface requests
- Topic: Prototype/Boiler efficiency
- Replies: 3
- Views: 829
Prototype/Boiler efficiency
Hi again!
Any chance to get efficiency property on Prototype/Boiler?
Is pratically impossible balance Prototype/Boiler if they EnergySource is electric, will be a free energy soruce.
Any chance to get efficiency property on Prototype/Boiler?
Is pratically impossible balance Prototype/Boiler if they EnergySource is electric, will be a free energy soruce.
- Thu Mar 12, 2020 2:22 am
- Forum: Modding interface requests
- Topic: Voidable burnt result in crafting machines
- Replies: 2
- Views: 745
Re: Voidable burnt result in crafting machines
https://forums.factorio.com/viewtopic.php?f=48&t=81457 Yeah that is the topic. The "invariant solution" is not very good, because leave the problem, crush the game could inform modders about the problem but still. Anyway what Deadlock said in the last post, about that fuel items shoul...