Search found 1025 matches
- Fri Nov 08, 2019 7:10 pm
- Forum: Translations
- Topic: New tooltips hard to translate in declensional languages
- Replies: 4
- Views: 2586
Re: New tooltips hard to translate in declensional languages
I think it would make more sense if the description was shortened entirely. Although Factorio eats items when it "fuels" things, in English, at least, we describe things as consuming the property of an object. Using an icon and a word describing the property would seem more intuitive: (fir...
- Fri Nov 08, 2019 6:52 pm
- Forum: Modding help
- Topic: Add information to existing tooltips
- Replies: 6
- Views: 1944
Re: Add information to existing tooltips
@localediscussion
Does the Lua not return nil if you try to use a string that isn't present? Has anyone tried to do if string == nil then <use it> else <default>?
Does the Lua not return nil if you try to use a string that isn't present? Has anyone tried to do if string == nil then <use it> else <default>?
- Fri Nov 08, 2019 6:41 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 74679
Re: Friday Facts #320 - Color correction
Why not like... have gamma correction and stuff in the settings?
- Fri Nov 08, 2019 3:04 pm
- Forum: Technical Help
- Topic: Why is my UPS low?
- Replies: 35
- Views: 10492
Re: Why is my UPS low?
1) There's a script-time debug print isn't there? If one mod is eating the most performance, there's at least one way to significantly decrease Lua's memory accesses that is not-so-obvious. I can look into it and bring it up to the author. 2) Are you playing zoomed out? (thinking about the 4k) Zoomi...
- Fri Nov 08, 2019 6:47 am
- Forum: Technical Help
- Topic: Why is my UPS low?
- Replies: 35
- Views: 10492
Re: Why is my UPS low?
I'd go with Oktokolo. The lower right CPU graph is the fourth core's hyperthreading. The very high percent implies that your ram is indeed the "problem" (the CPU is waiting often). Lua scripting wouldn't be able to run entirely in CPU, which is why turning off mods with a lot of scripting ...
- Thu Nov 07, 2019 9:30 pm
- Forum: Translations
- Topic: Missing technology modifier-descriptions for character bonuses?
- Replies: 3
- Views: 1884
Re: Missing technology modifier-descriptions for character bonuses?
To get it fixed properly , locale strings should have a global scope, and be accessed from there. That would be it. There could be a potential performance issue, depending on how Lua handles the key to a string (there would be a lot of strings in there). Presumably strings have scoping, and it wasn'...
- Thu Nov 07, 2019 7:40 pm
- Forum: Translations
- Topic: Missing technology modifier-descriptions for character bonuses?
- Replies: 3
- Views: 1884
Re: Missing technology modifier-descriptions for character bonuses?
If the strings have the same name, can you just copy and paste the entries from one locale to another?
If you tell me what I was looking for, I could write a script that does it for all locales/strings that are in one but not the other. I'd be more worried they have different names.
If you tell me what I was looking for, I could write a script that does it for all locales/strings that are in one but not the other. I'd be more worried they have different names.
- Thu Nov 07, 2019 7:36 pm
- Forum: Ideas and Requests For Mods
- Topic: how to limit assembler->requester chest copy paste?
- Replies: 1
- Views: 1026
Re: how to limit assembler->requester chest copy paste?
I never knew that feature existed. The way I limit output is by attaching wires to inserters on the output, and then to a roboport. Only permit the removing inserter to run if there's less than the amount I want in storage. You can use a chest instead of a roboport. Settings and wires can be copy-pa...
- Thu Nov 07, 2019 7:26 pm
- Forum: Ideas and Requests For Mods
- Topic: Machine scaffolding
- Replies: 9
- Views: 3717
Re: Machine scaffolding
I think the simplest way to do it would be a building like the rocket silo which requires ingredients, but when it is completed, it triggers a deconstruction, and then building placement event over itself for the next stage. If you used the default "deconstruct" control then you'd get the ...
- Thu Nov 07, 2019 7:18 pm
- Forum: Modding help
- Topic: Add information to existing tooltips
- Replies: 6
- Views: 1944
Re: Add information to existing tooltips
I can't provide any specific help, but some mods alter enemy info boxes: Explosive Biters and Cold Biters are up-to-date. Explosive biters are vulnerable to "cold" damage and cold are resistant to it. Hardcorio is another one. It hasn't been updated since .16, so there may be out of date t...
- Thu Nov 07, 2019 7:09 pm
- Forum: Modding help
- Topic: Load tons of files
- Replies: 2
- Views: 671
Re: Load tons of files
Hi guy, In data (any phase) of a mod, I have a case like one folder(let's call it A) with many lua file of inizialization of prototypes (is divided for make order), and I want load all files without have to write "require() require() require() require()..." exist a sort of require(A/*)? Y...
- Thu Nov 07, 2019 6:57 pm
- Forum: Ideas and Suggestions
- Topic: Better scaling of enemies + alien tactics
- Replies: 13
- Views: 4792
Re: Better scaling of enemies + alien tactics
I always play with ~150+ more enemies (don't remember slider names) and at least double, if not 20x, of the factors on evolution. I know one of the sliders, maybe the time-based, doesn't have a value high enough for 20x the normal rate. The Explosive Biters mod makes them resistant to explosives. Co...
- Thu Nov 07, 2019 6:41 pm
- Forum: Combinator Creations
- Topic: number of item stacks in a chest
- Replies: 5
- Views: 3654
Re: number of item stacks in a chest
Neat. I hate to ask, how does it work with modded stack sizes?
- Thu Nov 07, 2019 10:28 am
- Forum: Balancing
- Topic: Difficulty setting to scale science costs/alter mid-game tedium
- Replies: 21
- Views: 7923
Re: Difficulty setting to scale science costs/alter mid-game tedium
Ok, "more demanding" was probably not the correct word. I mean, blue science before 0.17 used more resources overall. And much of the same stuff, iron, gears + circuits (I saw it as disadvantage). Now, it uses more different oil products (i see this as advantage), but oil is easier/faster...
- Thu Nov 07, 2019 3:53 am
- Forum: Modding help
- Topic: changelog order (in-game)
- Replies: 0
- Views: 335
changelog order (in-game)
In-game my changelog is sorted in reverse version order (ascending). The mod portal just shows the text as-is without parsing, presumably, but I can't understand why the game "reverse" orders things. I'm using the third... number in the version: 0.0.XX. Does it work with 0.XX versions? The...
- Thu Nov 07, 2019 3:32 am
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 46939
Re: Friday Facts #318 - New Tooltips
Oh oh! I forgot to say I REALLY like the fluid consumption tooltips for the pump and boiler. I wanted them so badly I asked in the mod request section. Got sick of "ok so do I have enough water? ...pump and boile are completely f'ing useless... okay turbine * 2 is the normal way we do things......
- Thu Nov 07, 2019 3:17 am
- Forum: General discussion
- Topic: Niggles and nitpicking - player preferences
- Replies: 66
- Views: 20071
Re: Niggles and nitpicking - player preferences
I don't build the typical style of early smeltery (ore and coal on same belt), instead I have a dedicated coal line, ore line, and plate output line. This requires long-handed inserters, but means I can run a full double-sided belt of ore through my smeltery (or at least almost full, because I don'...
- Wed Nov 06, 2019 10:09 pm
- Forum: Balancing
- Topic: Difficulty setting to scale science costs/alter mid-game tedium
- Replies: 21
- Views: 7923
Re: Difficulty setting to scale science costs/alter mid-game tedium
Solar panels are crazy expensive. The payoff for solar is about 4 hours if you were to mine the coal instead of the iron/copper. To say nothing of the processing required to make the steel and circuits and batteries. For a vanilla game just trying to get a rocket, I'd recommend skipping them. Yes, ...
- Wed Nov 06, 2019 1:19 pm
- Forum: Balancing
- Topic: Difficulty setting to scale science costs/alter mid-game tedium
- Replies: 21
- Views: 7923
Re: Difficulty setting to scale science costs/alter mid-game tedium
P.s. extra gears from red science can be used for things. Extra gears, chips, inserters, transport belts from green can be used for things. Blue science is absolutely consumptive, and you need more work to turn many red chips and sulfur into anything half useful. Since they nerfed basic oil processi...
- Wed Nov 06, 2019 1:15 pm
- Forum: Balancing
- Topic: Difficulty setting to scale science costs/alter mid-game tedium
- Replies: 21
- Views: 7923
Re: Difficulty setting to scale science costs/alter mid-game tedium
I feel like this has to do with how you're playing the early-mid game and not at all the games fault. Also, this is why blueprints exist, so that you can start automating the expansion of your base. I'm actually still working on a nicer way to transition out of my early spaghetti into something tha...