Search found 625 matches
- 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 ...
- 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/
- 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...
- 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...
- 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...
- 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?
You can prevent entities being selectable entirely, is that what you want?
- 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
Nukes can already destroy cliffs and are both manual and expensive. Seems to fit your criteria perfectly.
- 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
- 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 donāt 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 editorās āFind in filesā functionality. Then you can see it exactly as it was defined, which is more useful/rea...
- 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
The only things mods can add to the minimap is map tags
- Mon Aug 14, 2023 11:11 am
- Forum: Questions, reviews and ratings
- Topic: Is there any way to modify existing GUI?
- Replies: 4
- Views: 642
Re: Is there any way to modify existing GUI?
Yes, relative GUIs are the way: https://github.com/ClaudeMetz/UntitledG ... nilla-GUIs
- 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.
- 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...
- Tue Aug 08, 2023 5:58 pm
- Forum: Development Proposals
- Topic: Nintendo Switch version feedback
- Replies: 72
- Views: 25699
Re: Nintendo Switch version feedback
I donāt think the switch is powerful enough for SEā¦
- 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
- 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?
Stream deck, not steam deckBilka wrote: āMon Jul 31, 2023 6:18 pmOut 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?
https://www.elgato.com/us/en/p/stream-deck-mk2-black
- 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 wonāt work with newer versions, so you canāt play old tutorial saves in newer versions.
- 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...
- Sun Jul 23, 2023 9:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88] Pumpjacks have āworkingā status when full
- Replies: 4
- Views: 1589
Re: [1.1.88] Pumpjacks have āworkingā status when full
From the pump logic itās 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 canāt store the results it just destroys it and tries again next tick. But an oil wellās yield decreases as ...
- Sun Jul 23, 2023 6:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88] Pumpjacks have āworkingā status when full
- Replies: 4
- Views: 1589
[1.1.88] Pumpjacks have āworkingā status when full
When Pumpjacks have filled their internal fluid buffer, they keep the āWorkingā status, whereas normal drills go to āWaiting for space in destinationā. This is relevant to me because Iām trying to script some effects on the Cargo Ships oil rig when it is running, but it seems impossible to distingui...