Search found 5206 matches
- Sat May 04, 2019 11:34 am
- Forum: Implemented mod requests
- Topic: Assembling-machine with built-in productivity
- Replies: 24
- Views: 7792
Re: Assembling-machine with built-in productivity
Not as far as I'm aware. My mod (https://mods.factorio.com/mod/seablock-mining) works around this by making invisible beacons under the relevant entities with productivity modules in them. Thanks, I'll have to mimic something similar some time. Btw, before 0.17 and the event of energy_source{type=&...
- Sat May 04, 2019 11:17 am
- Forum: Modding discussion
- Topic: Somethings not (or hidden) in doc but you need to know
- Replies: 43
- Views: 23368
Re: Somethings not (or hidden) in doc but you need to know
here I can protect moda against by clicking on modb cancel button, but I can't protect modb to be triggered wjen clicking on moda cancel button Preventing existing bugs in other mods from being discovered is not part of my coding strategy. Let it explode in their face so they can fix it is (and yes...
- Thu Dec 06, 2018 4:41 pm
- Forum: Modding help
- Topic: [ANSWERED] Pipe to pipe transfers, are they hardcoded?
- Replies: 8
- Views: 2687
Re: [DEVS please] Pipe to pipe transfers, are they hardcoded?
I am impatient. Also, not sure the fluid mechanics themselves are changing in 0.17, only the optimizations. That's what i take away from the FFF. There was speculation in the FFF if the fluid mechanics do change or not. Dominik sounded vague enough about the subject that i'd guess they do. Also, mo...
- Thu Dec 06, 2018 2:03 pm
- Forum: Modding help
- Topic: [ANSWERED] Pipe to pipe transfers, are they hardcoded?
- Replies: 8
- Views: 2687
Re: [DEVS please] Pipe to pipe transfers, are they hardcoded?
It's been quite a while since i experimented with this, but i remember i succeeded at making fluids flow really fast (i.e. like 100 times faster). I don't remember the details, but the fluid itself has some related values: pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, All base game flu...
- Thu Dec 06, 2018 1:54 pm
- Forum: Mod portal Discussion
- Topic: [Solved] Summary field newline support
- Replies: 3
- Views: 1676
Re: [Request] Summary field newline support
I want that too. Single-line multi-language descriptions are ugly: https://mods.factorio.com/mod/ScreenshotHotkey
Alternatively i'd be happy with full multi-language support for the whole mod portal too ;).
Alternatively i'd be happy with full multi-language support for the whole mod portal too ;).
- Thu Dec 06, 2018 1:44 pm
- Forum: Releases
- Topic: Version 0.16.24
- Replies: 106
- Views: 55314
Re: Version 0.16.24
You can't please everyone. Some people are paranoid about their privacy. Others just don't give a fuck and display their most private information on social networks. Most are somewhere in between. I had a colleague at work who, every time he used his phone to call someone, used it a second time to ...
- Wed Dec 05, 2018 11:09 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 509643
Re: Simple Questions and Short Answers
They can take from some orientations of underground belts, although I forget which ones. Whilst they do pick up better from some orientation of underground belts than others, they can take from every orientation if the contents of the belt are moving slowly enough. Well yes, I meant at full speed (...
- Sun Dec 02, 2018 9:28 pm
- Forum: News
- Topic: Friday Facts #270 - HR Substation & Save/Load overview
- Replies: 99
- Views: 39401
- Sun Dec 02, 2018 9:24 pm
- Forum: Minor issues
- Topic: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.
- Replies: 10
- Views: 3448
Re: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.
Most likely the process is saved in the machine and when the mod is removed the total progress needed changes resulting in it having several crafts worth of progress already saved. I originally discovered the bug while testing circuit build layouts, which included running the layout for at least eq...
- Sat Dec 01, 2018 4:45 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 51131
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
The arithmetic combiner is a 1x1 tile shifted 1/2 a tile. The yellow light doesn’t have any wires connected. Right next to the until now not shown...HD gate+walls. I also see a HD big-pole. The half-brokenness of the big pole fits very nicely. Maybe the substation should be a bit more rusty too. Ju...
- Sat Dec 01, 2018 3:49 pm
- Forum: Translations
- Topic: German "Notice" message dialogue has erroneous title.
- Replies: 2
- Views: 1795
Re: German "Notice" message dialogue has erroneous title.
I'm not on crowdin.Bilka wrote: ↑Sat Dec 01, 2018 3:29 pmhttps://crowdin.com/translate/factorio/18/en-de#6938 - go vote
- Sat Dec 01, 2018 2:50 pm
- Forum: Translations
- Topic: German "Notice" message dialogue has erroneous title.
- Replies: 2
- Views: 1795
German "Notice" message dialogue has erroneous title.
I just saw someone post this: https://forums.factorio.com/download/file.php?id=40900 In English the window title of error messages is "Notice". A "Notiz" in German is a memo (i.e. like one found on a post-it), the window title should be "Hinweis", or more context aware ...
- Sat Dec 01, 2018 2:41 pm
- Forum: Gameplay Help
- Topic: Pump does not work in some positions
- Replies: 3
- Views: 1411
Re: Pump does not work in some positions
Not really enough info to be sure, but I think I recall an issue of pumps not connecting properly if the station isn't straight. This. Pumps can not connect to trains if the station has curved rails. It won't work regardless of what you try. Curved stations sadly aren't supported for anything. They...
- Sat Dec 01, 2018 12:38 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 51131
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
With this picture, the game should be sold in a box! And yes, concerning the picture I was thinking in the box of a physical copy of the game. Something that maybe never happens, but I would love so much to do. I‘d at once buy the box, even if its being shipped without the game !!! (Collectors Box?...
- Sat Dec 01, 2018 12:30 pm
- Forum: News
- Topic: Friday Facts #270 - HR Substation & Save/Load overview
- Replies: 99
- Views: 39401
Re: Friday Facts #270 - HR Substation & Save/Load overview
And the devs' answer has always been "No". It doesn't mean it will never be "Yes", but that's highly unlikely, because the gains (additional realism and complexity) are likely to be too expensive (significative hit on performance, hence a de-optimization, and lowering mechanical...
- Sat Dec 01, 2018 10:55 am
- Forum: Minor issues
- Topic: Mining over multiple infinite resource entities - bug?
- Replies: 3
- Views: 1806
Re: Mining over multiple infinite resource entities - bug?
@Moderation: Move to bug reports? Anything in the entity-info-panel on the right is entirely up to the engine, nothing you can do about it (except bug reports). As far as i know angels has the infinite tiles randomly sprayed into normal ores, so it might simply be very uncommon to have a standard mi...
- Sat Dec 01, 2018 10:50 am
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 51131
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
That GUI tool looks very nice, and i greatly appreciate you not withholding it from us modders. What does it show btw, if part of a style is manually overwritten? I.e. Element.style='style-name' Element.style.top_padding=5. Also the GUI layout overlay (ctrl+f5) would be even better if it used differ...
- Sat Dec 01, 2018 10:00 am
- Forum: Technical Help
- Topic: Will not download the maps for multiplayer
- Replies: 2
- Views: 1068
Re: Will not download the maps for multiplayer
Does this happen on every server? I.e. have you tried joining a random public server (preferrably one physically close to you) to verify?
I remember there was a bug when the server sets the donwload speed limit too low, but don't rememeber if that's fixed for 0.16.51 or 0.17.
I remember there was a bug when the server sets the donwload speed limit too low, but don't rememeber if that's fixed for 0.16.51 or 0.17.
- Sat Dec 01, 2018 9:43 am
- Forum: Minor issues
- Topic: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.
- Replies: 10
- Views: 3448
Re: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.
The version is irrelevant. The bug happens when the mod is disabled. And there exist no force bonusses that could affect assemblers even if i wanted to.
- Thu Nov 29, 2018 6:07 pm
- Forum: Minor issues
- Topic: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.
- Replies: 10
- Views: 3448
[0.16.51] Assemblers remain fast even after removing faster-assemblers mod.
Reproduction: start an unmodded game build stuff save game install Over 9000! load game save game disable Over 9000! load game -> bug Or load the demo savegame without any mods , open an assembler gui and see that it produces instantly. If the assembler is destroyed and rebuilt by bots it behaves n...