Search found 196 matches
- Thu May 26, 2016 8:12 am
- Forum: Gameplay Help
- Topic: Boilers' temperature is not 100*C
- Replies: 7
- Views: 5597
Re: Boilers' temperature is not 100*C
I offshore pump can pump enough water for up to 10 steam engines. 17 boilers heat the water exactly enough to power 13 steam engines. A common ratio therefore is 1 pump + 14 boilers + 10 steam engines. Technically this setup only needs ~13.1 boilers, so you can get away with 13 boilers instead, and ...
- Thu May 26, 2016 7:47 am
- Forum: General discussion
- Topic: Belt vs Bot computing
- Replies: 23
- Views: 7843
Re: Belt vs Bot computing
I used bots once few years ago and decided to not use them ever again. For me they're annoying and looks ridiculous like flying bugs. My entire factory is based on belts. I use only construction bots with personal roboport to handle blueprint and sometimes one roboport with bots to move content fro...
- Thu May 26, 2016 7:41 am
- Forum: Ideas and Requests For Mods
- Topic: Concrete near coasts
- Replies: 1
- Views: 1119
Re: Concrete near coasts
This was implemented because placing floors near water would mess up the terrain. but if you go into your factorio folder -> Factorio\data\base\prototypes\item and open demo-item.lua. in here (in version 12.33) you'll see right at the top: { type = "item", name = "stone-brick", i...
- Thu May 26, 2016 7:24 am
- Forum: This Forum
- Topic: New forum skin
- Replies: 80
- Views: 56472
Re: New forum skin
Good job on necro'ing this thread
But I agree 100% with this. Also on windows 10 default theme you can't see the mouse at all.AutoMcD wrote:This is still an issue though. I have to agree it's very difficult to find the cursor when it's over a text field.
- Thu May 26, 2016 7:19 am
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 15058
Re: [MOD 0.12.17+] Combat variations 0.1.0
That's pretty neat what you did there. Mind if I borrow this for future versions?Lightning_Bird wrote:
I had considered splitting this mod up into several modules or mods (especially the enemies from the rest) but decided against in the end.
- Wed May 25, 2016 8:46 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 15058
Re: [MOD 0.12.17+] Combat variations 0.1.0
This actually looks kinda awesome! Would it be possible to add a config to enable/disable parts? I honestly don't like the turrets, (i mean they are cool but with 4+other mods it becomes very overwhelming to have 2 kinds of Mk1 Mk2 mk3 and cannon turrets) I usually disable parts myself but that doe...
- Wed May 25, 2016 4:53 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 15058
Re: [MOD 0.12.17+] Combat variations 0.1.0
That cure little fella is the base game defender robot. The capsule dispenser was loaded with a defender capsule, a poison capsule and a grenade.steinio wrote:
What the hell is this brood mother. OMG.
And who is this cute little fella?
- Wed May 25, 2016 3:59 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 15058
[MOD 0.12.17+] Combat variations 0.1.1
Type: Mod Name: Combat variations Description: Adds a few new items and enemies to spice up your game License: https://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png Version: 0.1.1 Release: 2016-05-25 Tested-With-Factorio-Version:0.12.33 Category: Combat Download-Url: Combat-variations_0.1.1.zip Lic...
- Sun May 22, 2016 3:07 pm
- Forum: Modding help
- Topic: Disable the warning popup when no sattelite is in rocket?
- Replies: 3
- Views: 1207
Re: Disable the warning popup when no sattelite is in rocket?
Yes, i can change that in my personal game.
But can I do something in MY mod to disable that pop-up for everyone that installs my mod?
Or is creating a new scenario that is just freeplay without those lines the only way to do it?
But can I do something in MY mod to disable that pop-up for everyone that installs my mod?
Or is creating a new scenario that is just freeplay without those lines the only way to do it?
- Sun May 22, 2016 2:30 pm
- Forum: Modding help
- Topic: Disable the warning popup when no sattelite is in rocket?
- Replies: 3
- Views: 1207
Disable the warning popup when no sattelite is in rocket?
Every time you set a rocket without a satellite in it, you get a pop-up that you did that and the game pauses.
Is there a way to disable this pop-up?
Is there a way to disable this pop-up?
- Sat May 21, 2016 11:08 pm
- Forum: Resolved Problems and Bugs
- Topic: recipe.product.type doesn't return string but number
- Replies: 2
- Views: 868
recipe.product.type doesn't return string but number
When calling
it return 0 or 1 (the numbers) instead of "item" or "fluid" (the strings) as the api indicates.
Code: Select all
game.forces.player.recipes['any recipe'].product.type
- Fri May 20, 2016 12:20 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Belt hoppers 1.0.2
- Replies: 33
- Views: 17859
Re: [MOD 0.12.x] Belt hoppers 1.0.2
You can always use the deconstruction planner on the dropped items
- Fri May 20, 2016 9:23 am
- Forum: Mods
- Topic: [MOD 0.12.x] Belt hoppers 1.0.2
- Replies: 33
- Views: 17859
Re: [MOD 0.12.x] Belt hoppers 1.0.2
Yes, that's the best solution I can find (so far). Since the belt and the hopper are different entities but tied together, the hopper gets destroyed when the belt is removed (and vice versa). But when the hopper gets destroyed it either gives the items to the player or if that's not possible (eg, in...
- Thu May 19, 2016 10:00 pm
- Forum: Not a bug
- Topic: Combinators still output signals even if power dies
- Replies: 2
- Views: 1118
Re: Combinators still output signals even if power dies
Combinators always did that, but when they don't have power they no longer change their output based on the input.
- Thu May 19, 2016 9:58 pm
- Forum: Gameplay Help
- Topic: belt with more throughuotput than what the wiki says?
- Replies: 6
- Views: 2864
Re: belt with more throughuotput than what the wiki says?
Even the wiki says its 13.393 items/s.
- Thu May 19, 2016 9:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Belt hoppers 1.0.2
- Replies: 33
- Views: 17859
- Sat May 14, 2016 12:33 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Belt hoppers 1.0.2
- Replies: 33
- Views: 17859
Re: [MOD 0.12.x] Belt hoppers 1.0.1
Just as an FYI, per the changes coming to the circuit network, any chest will be connectable to the circuit network, and being just a smart steel chest, the smart chest is going away in 13.x. It's listed in the changes stated here: https://www.factorio.com/blog/post/fff-138 [...] I am aware of this...
- Thu May 12, 2016 8:26 am
- Forum: Ideas and Suggestions
- Topic: Redo the power bars.
- Replies: 29
- Views: 15178
Re: Redo the power bars.
https://forums.factorio.com/download/file.php?id=11118 While this is a clear improvement over the current situation, I still don't see the need/use of two bars. I still think you can combine those bars into a single one with a marker for maximum power generation. Could you explain why you need two ...
- Wed May 11, 2016 10:15 pm
- Forum: Ideas and Suggestions
- Topic: Redo the power bars.
- Replies: 29
- Views: 15178
Re: Redo the power bars.
Yes, that's even better!
- Tue May 10, 2016 7:29 pm
- Forum: Gameplay Help
- Topic: Trains not going to other stops of the same name
- Replies: 4
- Views: 1996
Re: Trains not going to other stops of the same name
Trains always go to the closest stop with the name on their schedule that is available. That makes sense. While typing my post, I saw one go to the other station and wondered why it did. I must be that it sets the path right as it leaves the station and not on the fly. I guess I assumed it was dyna...