Search found 58 matches
- Mon Mar 11, 2024 6:29 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 132174
Re: Friday Facts #375 - Quality
Some ideas for Quality: Underground pipes/belts: have longer range Locomotives: more pulling power / acceleration / or max speed Fuel: more accelerating power / higher energy density / increase to vehicle speed / reduced pollution Rail: higher top speed for locomotives Robots: faster "return to...
- Mon Oct 09, 2023 7:02 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 132174
Re: Friday Facts #375 - Quality
Is there support/potential for underground belts/pipe reach-distance to be improved by quality, or has it already been firmly-decided to keep these entities' quality improvement solely health-based? (sorry if this has already been answered.)
- Sun Aug 11, 2019 2:30 am
- Forum: Modding help
- Topic: post-oil changes, some technologies impossible. (modded)
- Replies: 4
- Views: 1556
Re: post-oil changes, some technologies impossible. (modded)
Yes, that WOULD be nice, if everyone that made mods practiced best methods, but sometimes a mod comes along and it DOESN'T. This shouldn't be an issue, however, if the logic were changed slightly, such that, if a technology has a prerequisite named, that no longer exists, rather than marking it as &...
- Sun Aug 11, 2019 1:43 am
- Forum: Modding help
- Topic: post-oil changes, some technologies impossible. (modded)
- Replies: 4
- Views: 1556
post-oil changes, some technologies impossible. (modded)
After the oil update, some mods broke, but i realized, this could be resolved with a base-game update. Technology prerequisites, if removed, renamed, or altered in data-updates or data-final-fixes causes some technologies to be unreachable. This can be fixed by having "prerequisite" logic ...
- Sun Aug 04, 2019 5:53 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 138311
Re: Version 0.17.60
Overall, the changes were poorly conceived, executed, and do not "solve" the problem they attempt to address, but instead, created the very "rage quit" scenario the changes THOUGHT they'd prevent.
....Good job.
....Good job.
- Thu Jul 18, 2019 8:41 am
- Forum: Technical Help
- Topic: "Cargo empty" treating fluid wagons as cargo.
- Replies: 1
- Views: 826
"Cargo empty" treating fluid wagons as cargo.
So I have a mixed train: fluid wagons near the engine/front, and cargo wagons in the caboose. Single transport to Uranium outpost. Obviously empties sulfuric acid at outpost for mining, and fills cargo wagons with uranium. Wondering why "cargo empty"/"Cargo full" treats fluid wag...
- Sun May 12, 2019 6:40 am
- Forum: Technical Help
- Topic: Unable to check for mod updates
- Replies: 5
- Views: 3397
Unable to check for mod updates
screenshot: https://ibb.co/rZKS8Wm
last few releases, i've been unable to connect to mod portal API / game won't correctly scan for mod updates.
hovering over text, "Unable to check for updates" reveals " api call failed: (path: 'api/mods', status: 414)"
last few releases, i've been unable to connect to mod portal API / game won't correctly scan for mod updates.
hovering over text, "Unable to check for updates" reveals " api call failed: (path: 'api/mods', status: 414)"
- Sun Mar 03, 2019 3:43 pm
- Forum: Ideas and Suggestions
- Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
- Replies: 22
- Views: 4378
sort mods in "install tab" by release date
Version 16 of factorio had this, but it was removed when 17 came out. Instead replaced with "trending", which, while that's cool and all, that lacks the functionality of seeing what the most recent released/updated mods are. The version number is mostly irrelvant as it's arbitrary what mod...
- Thu Feb 21, 2019 11:17 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 205549
Re: [MOD 0.13] Black Market (sell and buy on the market)
selling large amounts of u-coin results in uCoin becoming valued at 0u. whereas mod description /documentation lists it as always being 1u.
(3rd-party mod edit to add recipe to sell item for ucoin) dunno if that's important
(3rd-party mod edit to add recipe to sell item for ucoin) dunno if that's important
- Tue Feb 19, 2019 7:02 am
- Forum: Mods
- Topic: [MOD 0.16] Technology Market (buy technologies)
- Replies: 14
- Views: 7311
Re: [MOD 0.16] Technology Market (buy technologies)
any update on if this mod, does require any modification to run or no? does it have to be unzipped? or is something else causing it? edit 1: unzipping did enable it to load in vanilla, but crashes with angelspetrochem: "Failed to load mods: Error while running setup for technology prototype &qu...
- Sun Jan 13, 2019 6:35 am
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 43123
Re: Friday Facts #277 - GUI progress update
Wave Defense games and RTS-style games benefit more from diverging technology trees / CHOICES for upgrade path more than they benefit from variability in map generation. While having procedurally generated maps can be good for replayability, the map generating method is a minor thing, and a well-mad...
- Mon Nov 05, 2018 1:49 am
- Forum: Modding help
- Topic: check if graphic for icon usage exists or use "placeholder" graphic
- Replies: 1
- Views: 914
check if graphic for icon usage exists or use "placeholder" graphic
How do i check if a graphic file with a given name exists inside a mod or directory in lua for factorio? and if it doesn't, use a different graphics file instead? something like if "__modname__/graphics/technology/techname.png" exists then tech.icon="__modname__/graphics/technology/te...
- Sun Oct 07, 2018 7:44 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26686
Re: [MOD 0.16.x] NiceFill
Odd sort of behaviour when paired with Factorio World (and other mods, but assuming factorio world x NiceFill is cause) tiles have a frequent chance of not changing to landfill, and if you run along while landfilling, it can sometimes result in player death. edit: just saw post by reika, appears to ...
- Thu Sep 27, 2018 3:18 am
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 83638
Re: Friday Facts #254 - No research queue for you
i disagree. for NEW players, having the tech window pop up after a completed technology *is* useful for some people. for *some* people. But for the majority of players, i do believe, most of us disable this quite early as it gets a bit annoying.
- Sun Sep 23, 2018 1:09 pm
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 61067
Re: Friday Facts #258 - New autoplace
"lets fix the crappy map generator by slightly improving some settings, while completing removing the ability to have oil in the starting area" ......WHO THE CRAP IS MAKING THESE DECISIONS?! you don't make the game better by going halfway towards a resolution and then make another problem ...
- Sun Sep 23, 2018 4:19 am
- Forum: Ideas and Suggestions
- Topic: Allow achievements to have an associated effect or can be declared as pre-requisite for technology
- Replies: 0
- Views: 904
Allow achievements to have an associated effect or can be declared as pre-requisite for technology
TL;DR Allow technology to require specific achievements to be reached and enable achievements to be set up to have recipe unlocks/similar effect abilities as technologies can have. What ? Currently Achievements have no in-game impact what-so-ever. Modders are limited to item recipes being tied to t...
- Sun Sep 23, 2018 4:07 am
- Forum: Ideas and Suggestions
- Topic: Give mods an option to not disable achievements
- Replies: 11
- Views: 5823
Re: Give mods an option to not disable achievements
No. the only way to keep the game relatively open source and also make it "possible" to do what has been suggested is having the game upon load, connect to a server for a list of hashes, created by the authors for specific versions of mods on the mod portal. and those mods would be exclude...
- Sat Sep 22, 2018 8:17 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 83638
Re: Friday Facts #254 - No research queue for you
While I get the argument that "[by going into the research window after a technology has been completed, you can review what has been unlocked]" that is a minor point. generally, technology (for my case at least) has been chosen specifically because of what it unlocks, so i do not need to ...
- Fri Sep 21, 2018 7:53 am
- Forum: Ideas and Suggestions
- Topic: More Command Freedom
- Replies: 9
- Views: 3088
Re: More Command Freedom
that's not entirely true. modded games do have the same achievements as vanilla (same list as available achievements that is), just....any you get are just listed as achievements gotten with a non-vanilla game. (ie: you got the achievement, but it was on a modded map.)
- Mon Sep 17, 2018 10:03 am
- Forum: Ideas and Suggestions
- Topic: explicit prevent controls to override menu-key
- Replies: 0
- Views: 772
explicit prevent controls to override menu-key
it's currently possible to set another game shortkey key to "escape". this shortcut key, or rather, whatever the current shortcut key for the menu has been set to should not be allowed to be set to any other key shortcut.