Search found 625 matches

by Xorimuth
Fri Sep 22, 2023 12:06 pm
Forum: General discussion
Topic: Pre Space DLC saves
Replies: 6
Views: 1075

Re: Pre Space DLC saves

This implies that technically, you could just take your vanilla base, activate the expansion, and continue playing. But the best way to experience it will be to play with Space Age from start to finish. From https://factorio.com/blog/post/fff-373. Having read today's FFF 377, you'd also be wanting ...
by Xorimuth
Sat Sep 16, 2023 1:23 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 56688

Re: Friday Facts #376 - Research and Technology

The whole point of manufacturing is to produce an item of exacting, consistent, and reproducible specifications with as little waste as humanely possible. Real life quality mechanic: https://arstechnica.com/science/2022/01/all-hail-the-ariane-5-rocket-which-doubled-the-webb-telescopes-lifetime/
by Xorimuth
Sun Sep 10, 2023 3:30 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 129065

Re: Friday Facts #375 - Quality

This is single handedly the worst addition idea I have seen in any games I play this is a nightmare for any big factory especially if you are one to set up building optimization quickly because you cant limit storage easily as they probably cant stack not to mention your optimization will be thrown...
by Xorimuth
Wed Sep 06, 2023 12:00 pm
Forum: Mods
Topic: Seablock+BraveNewWorld+angels+bobs
Replies: 2
Views: 456

Re: Seablock+BraveNewWorld+angels+bobs

Trying to get this going and ran into an issue. I cannot handcraft basic circuit boards to push past that tech. This is not abnormal because seablock+BNW required you to manually unlock red science with the cheat : /c game.player.force.technologies['sct-automation-science-pack'].researched=true The...
by Xorimuth
Sun Sep 03, 2023 4:50 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 70422

Re: Friday Facts #373 - Factorio: Space Age

so tempting to hijack this thread and just talk about SE. :D For real. :D But to keep it topic-related: I've wondered if the hiring of Earendel (such a good move) was the reason SE was taken off the "Featured Mods" section of Factorio.com, months ago. I was sad to see that such a great mo...
by Xorimuth
Sun Aug 27, 2023 7:21 pm
Forum: Modding help
Topic: Removing information from stock UI?
Replies: 1
Views: 304

Re: Removing information from stock UI?

https://lua-api.factorio.com/latest/pro ... le_in_game

You can prevent entities being selectable entirely, is that what you want?
by Xorimuth
Sat Aug 26, 2023 11:21 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 70422

Re: Friday Facts #373 - Factorio: Space Age

mcdjfp wrote: ā†‘
Sat Aug 26, 2023 7:03 pm
Maybe consider limiting automated use of cliff explosives (cliff removal) as opposed to delaying them completely. Making early cliff removal more expensive would be another possibility.
Nukes can already destroy cliffs and are both manual and expensive. Seems to fit your criteria perfectly.
by Xorimuth
Fri Aug 25, 2023 6:16 pm
Forum: Ideas and Suggestions
Topic: Entering the Rocket to clear the game
Replies: 1
Views: 344

Re: Entering the Rocket to clear the game

Try putting a car into the rocket silo satellite slot, then try entering the rocket silo ;)
by Xorimuth
Wed Aug 16, 2023 11:25 pm
Forum: Documentation Improvement Requests
Topic: In our great quest of API unification, perhaps we have long forgotten one important candidate
Replies: 3
Views: 688

Re: In our great quest of API unification, perhaps we have long forgotten one important candidate

I donā€™t think that data.raw dumps belong in the docs. If you care about what base mod is doing, then open it up in your editor like you would any other mod and search through it using your editorā€™s ā€œFind in filesā€ functionality. Then you can see it exactly as it was defined, which is more useful/rea...
by Xorimuth
Wed Aug 16, 2023 12:37 pm
Forum: Modding help
Topic: Is there any way to draw or display region on minimap?
Replies: 2
Views: 329

Re: Is there any way to draw or display region on minimap?

Sadly not possible :(
The only things mods can add to the minimap is map tags
by Xorimuth
Sat Aug 12, 2023 2:36 am
Forum: Mods
Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Replies: 46
Views: 31533

Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

Hello, I'd love to try your mods with IR3, are they compatible or is compatibilty planned for a future update? Definitely not compatible, and I don't think compatibility is likely to ever come. IR3 is already incredibly well balanced - I don't think that adding mods like BZ to it will enhance that.
by Xorimuth
Fri Aug 11, 2023 5:51 am
Forum: Gameplay Help
Topic: Uninstalled mod - Items still in recipes
Replies: 5
Views: 831

Re: Uninstalled mod - Items still in recipes

As far as I know, there's no guarantee that removing or adding a mod in-game is going to work out 100% correctly. I believe your options are to start a new game without that mod, or finish your current game with that mod installed. This is true for some things, but for most things, including recipe...
by Xorimuth
Tue Aug 08, 2023 5:58 pm
Forum: Development Proposals
Topic: Nintendo Switch version feedback
Replies: 72
Views: 25699

Re: Nintendo Switch version feedback

blazespinnaker wrote: ā†‘
Tue Aug 08, 2023 1:51 pm
Yeah, I'd pay extra for SE dlc.
I donā€™t think the switch is powerful enough for SEā€¦
by Xorimuth
Wed Aug 02, 2023 7:53 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 84022

Re: Documentation Improvement Requests

https://lua-api.factorio.com/latest/Con ... enSettings I'd love an explanation of autoplace_settings, and how it differs to autoplace_controls. autoplace_settings seems empty most of the time
by Xorimuth
Tue Aug 01, 2023 2:52 am
Forum: Modding help
Topic: How can I get item icon path?
Replies: 5
Views: 1029

Re: How can I get item icon path?

Bilka wrote: ā†‘
Mon Jul 31, 2023 6:18 pm
Out of personal curiosity, why are you looking to use a steam deck plugin for the quick bar instead of using the quick panel that's part of the controller based input?
Stream deck, not steam deck :)
https://www.elgato.com/us/en/p/stream-deck-mk2-black
by Xorimuth
Mon Jul 31, 2023 1:02 pm
Forum: Technical Help
Topic: Converting old maps
Replies: 5
Views: 827

Re: Converting old maps

Ah yeah, tutorial missions are kinda like mods. They wonā€™t work with newer versions, so you canā€™t play old tutorial saves in newer versions.
by Xorimuth
Mon Jul 31, 2023 1:17 am
Forum: Resolved Problems and Bugs
Topic: Noise expression error causes crash on Preview
Replies: 4
Views: 1825

Re: Noise expression error causes crash on Preview

I came across this error whilst modding. Not a big deal, since I just forget to rename the noise expression name I was using. Just give iron ore the following autoplace: ``` autoplace = { name = "iron-ore", order = "b", probability_expression = noise.define_noise_function( functi...
by Xorimuth
Sun Jul 23, 2023 9:06 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88] Pumpjacks have ā€œworkingā€ status when full
Replies: 4
Views: 1589

Re: [1.1.88] Pumpjacks have ā€œworkingā€ status when full

From the pump logic itā€™s all the same. Mining drills wait for the output before continuing because they deplete the source. Pump jacks do not and so are always working at full speed. If they canā€™t store the results it just destroys it and tries again next tick. But an oil wellā€™s yield decreases as ...
by Xorimuth
Sun Jul 23, 2023 6:28 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88] Pumpjacks have ā€œworkingā€ status when full
Replies: 4
Views: 1589

[1.1.88] Pumpjacks have ā€œworkingā€ status when full

When Pumpjacks have filled their internal fluid buffer, they keep the ā€œWorkingā€ status, whereas normal drills go to ā€œWaiting for space in destinationā€. This is relevant to me because Iā€™m trying to script some effects on the Cargo Ships oil rig when it is running, but it seems impossible to distingui...

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