Search found 625 matches

by Xorimuth
Sat Apr 20, 2024 10:08 am
Forum: Implemented in 2.0
Topic: Remote editing of entity settings on logistic building area
Replies: 3
Views: 121

Re: Remote editing of entity settings on logistic building area

For the time being, check out Remote Configuration mod :)
by Xorimuth
Wed Apr 17, 2024 9:51 am
Forum: Won't implement
Topic: Roboport on_built_entity
Replies: 4
Views: 751

Re: Roboport on_built_entity

BubstyBoy wrote:
Tue Apr 16, 2024 7:02 pm
If this event existed, I would use it for a mod I would like to make that gives construction bots personal shields/weapons.
I think you can get basically the same thing using a created_effect script trigger.
by Xorimuth
Fri Nov 17, 2023 4:48 pm
Forum: News
Topic: Friday Facts #385 - Asteroid Collector
Replies: 57
Views: 13422

Re: Friday Facts #385 - Asteroid Collector

I'm getting a little concerned given nothing has even been alluded towards grazing anything content related towards enemy forces, whuch is a core, non-superfluous part of the game. I'm very curious as to what or when there'll at least be even a smidgen or dripdrop of anything related towards effort...
by Xorimuth
Wed Nov 15, 2023 11:58 pm
Forum: Duplicates
Topic: Cannot select text on "Error loading mods" window
Replies: 3
Views: 459

Re: Cannot select text on "Error loading mods" window

Illiander42 wrote:
Wed Nov 15, 2023 11:40 pm
Then this is a regression.

Because it's not working anymore.
It has only been fixed in 2.0
by Xorimuth
Sat Nov 11, 2023 4:36 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 328
Views: 44982

Re: Friday Facts #384 - Combinators 2.0

I spend more time in game waiting for science packs to be done than anything else, especially when waiting for Blue science packs to be done, so having robots do all the work for me would turn Factorio into an idle game. If I wanted that, I could just go to the main menu and watch the simulations a...
by Xorimuth
Fri Nov 03, 2023 11:48 am
Forum: This Forum
Topic: Can we request 'Not a bug' topics be reconsidered
Replies: 4
Views: 1761

Re: Can we request 'Not a bug' topics be reconsidered

Hi, Is there a way for us to request topics that have been moved to 'Not a bug' be reconsidered. I've run into some odd behavior while playing the 'Freight Forwarding' mod and ended up at the https://forums.factorio.com/viewtopic.php?f=23&t=101436 post. There has been a lot of additional inform...
by Xorimuth
Mon Oct 30, 2023 10:51 am
Forum: Technical Help
Topic: Worm Pipes Mod Working on PC, but not Steam Deck
Replies: 5
Views: 660

Re: Worm Pipes Mod Working on PC, but not Steam Deck

Could be that it only works in high res sprites or something
by Xorimuth
Sun Oct 22, 2023 2:40 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 42176

Re: Friday Facts #381 - Space Platforms

Please tell me, will this all be in version 2.0 or in some kind of extension? And what is the approximate release date? Please read https://factorio.com/blog/post/fff-367 and https://factorio.com/blog/post/fff-373 Tldr: this will be in the Space Age expansion, releasing in around a year’s time, whi...
by Xorimuth
Thu Oct 19, 2023 11:05 am
Forum: Gameplay Help
Topic: Intermediate recipes order and "total raw" resources in the tooltip
Replies: 5
Views: 746

Re: Intermediate recipes order and "total raw" resources in the tooltip

2 different recipes, so there’ll be 2 different recipes in manual crafting too. Whichever one you click on will be the one used. No, it's a question about multiple recipes for _intermediate_ ingredients. That is, you will only have one recipe for the final product, and how it selects the intermedia...
by Xorimuth
Tue Oct 17, 2023 9:18 pm
Forum: Gameplay Help
Topic: Intermediate recipes order and "total raw" resources in the tooltip
Replies: 5
Views: 746

Re: Intermediate recipes order and "total raw" resources in the tooltip

- I build a some custom big chest. It can be created from the iron chest or the wood chest (two different recipes). — it's a new modded chest. - So, if I click "create 1 big chest" in manual crafting - which recipe will be selected (if I have both resources: wood and iron plates)? 2 diffe...
by Xorimuth
Mon Oct 16, 2023 8:30 am
Forum: Modding help
Topic: SOLVED: Unable to access custom noise at runtime
Replies: 3
Views: 392

Re: Unable to access custom noise at runtime

surface.map_gen_settings.property_expression_names["fertility"]="fertility" This won’t work. You have to do this instead: local map_gen_settings = surface.map_gen_settings map_gen_settings.property_expression_names["fertility"]="fertility" surface.map_gen_set...
by Xorimuth
Wed Oct 11, 2023 12:06 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49697

Re: Friday Facts #377 - New new rails

GTexperience wrote:
Mon Oct 09, 2023 11:58 pm
Will u be able to connect the new rail system to the old one? Or should I start replacing the old one with the new one as soon as I update?
I think you can connect on straights, but not curves/diagonals.
by Xorimuth
Tue Oct 10, 2023 10:45 am
Forum: Won't fix.
Topic: [1.1.91] Train air resistance is calculated incorrectly
Replies: 3
Views: 724

Re: [1.1.91] Train air resistance is calculated incorrectly

In lieu, is there any chance of getting a Lua event to modify train speed when accelerating/decelerating? I think looping over locomotives in an on_tick event handler and assigning LuaTrain.speed might work, but I'd need to reimplement each LuaTrain.state value. This mod already loops over all loco...
by Xorimuth
Sun Oct 08, 2023 9:42 pm
Forum: Implemented for 2.0
Topic: positionless player.play_sound()
Replies: 8
Views: 1058

Re: positionless player.play_sound()

I think you can change https://lua-api.factorio.com/latest/pro ... e_modifier on the sound prototype to make it not affected by distance.
by Xorimuth
Sun Oct 08, 2023 9:55 am
Forum: Ideas and Suggestions
Topic: Suggestions for the expansion.
Replies: 32
Views: 2612

Re: Suggestions for the expansion.

Saphira123456 wrote:
Sun Oct 01, 2023 10:41 pm
Also, you're now on my foe list.
Saphira123456 wrote: Blocking me will only prove me right.
Oh the irony
by Xorimuth
Tue Oct 03, 2023 3:53 pm
Forum: Technical Help
Topic: Hide the gui?
Replies: 2
Views: 333

Re: Hide the gui?

There's a debug option called 'hide-mod-gui'
by Xorimuth
Sun Oct 01, 2023 12:19 pm
Forum: Ideas and Suggestions
Topic: Suggestions for the expansion.
Replies: 32
Views: 2612

Re: Suggestions for the expansion.

There’s plenty of recycling mods already for 1.1, just use one of those?
by Xorimuth
Sat Sep 23, 2023 1:57 am
Forum: Ideas and Suggestions
Topic: Spidertron remote command to center the map
Replies: 1
Views: 464

Re: Spidertron remote command to center the map

datarza wrote:
Sat Jul 29, 2023 4:16 pm
Can you please add a `command`, to be possible center the map on the spidertron? Maybe Shift+Control+Left-click or something similar.

image_2023-07-29_121306387.png
This has now been added to Spidertron Enhancements. Thanks for the idea! :D
by Xorimuth
Sat Sep 23, 2023 12:29 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49697

Re: Friday Facts #377 - New new rails

https://cdn.factorio.com/assets/blog-sync/fff-377-new-sbends.png For this image, and perhaps a point I missed, will we be able to also signal in-between these gaps now? As much as the image is a dream come true, without signaling, this specific example won't add too much value to the new system unf...

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