Yep, it's designed to be energy/pollution neutral. I'll be happy to hear what you thinkwaduk wrote:How about the polution ? Is it also reduced ?
Search found 66 matches
- Wed Mar 11, 2015 11:26 pm
- Forum: Mods
- Topic: SlowMining 0.0.1 (11.16)
- Replies: 5
- Views: 7946
Re: SlowMining 0.0.1 (11.16)
- Sun Mar 08, 2015 6:30 pm
- Forum: Mods
- Topic: SlowMining 0.0.1 (11.16)
- Replies: 5
- Views: 7946
Re: SlowMining 0.0.1 (11.16)
Thanks for the tips. I'll incorporate them if I do an update of if there are requests.L0771 wrote:or more compatible with all mods
- Sat Mar 07, 2015 7:58 pm
- Forum: Balancing
- Topic: Slow drilling experiment
- Replies: 5
- Views: 11538
Re: Slow drilling experiment
Done. I put it in "work in progress" mods. https://forums.factorio.com/forum/vie ... =32&t=9011ssilk wrote:Would you be so kind to create a thread in Mods or Work in progress mods?
- Sat Mar 07, 2015 7:56 pm
- Forum: Mods
- Topic: SlowMining 0.0.1 (11.16)
- Replies: 5
- Views: 7946
SlowMining 0.0.1 (11.16)
This tiny mod changes the electric drill to reduce mining speed and power consumption by a factor of ten. It leads to an interesting playthrough. Rather than mining an area out and moving on, you have to keep expanding to provide a rate of resource production that is what you need. Most resource dep...
- Sat Mar 07, 2015 2:32 am
- Forum: Balancing
- Topic: Slow drilling experiment
- Replies: 5
- Views: 11538
Re: Slow drilling experiment
Sure, this is the whole change: -- Adjust mining drills print(data.raw["mining-drill"]["basic-mining-drill"].mining_speed) data.raw["mining-drill"]["basic-mining-drill"].mining_speed = 0.05 data.raw["mining-drill"]["basic-mining-drill"].ene...
- Fri Mar 06, 2015 5:43 am
- Forum: Balancing
- Topic: Slow drilling experiment
- Replies: 5
- Views: 11538
Slow drilling experiment
I modded the electric drill to reduce mining speed and power consumption by a factor of ten. It was an interesting playthrough. Rather than mining an area out and moving on, you have to keep expanding to provide a rate of resource production that is what you need. Most resource deposits (on normal s...
- Tue Feb 24, 2015 9:18 am
- Forum: Spread the Word
- Topic: Worth a buy video about this game.
- Replies: 5
- Views: 15496
Re: Worth a buy video about this game.
That's awesome! I love Mack's reviews.
- Sat Feb 21, 2015 12:19 pm
- Forum: Modding help
- Topic: Recipe woes
- Replies: 6
- Views: 2140
Re: Recipe woes
I don't know the answer to that one, I'm still too new to this. data.raw... is visible from data.lua, but not from control.lua. There might be a way to make it so, but I don't know if/what it is.dee- wrote:what did I do wrong?
- Sat Feb 21, 2015 4:44 am
- Forum: Modding help
- Topic: Recipe woes
- Replies: 6
- Views: 2140
Re: Recipe woes
don't know if it's accessible via lua though It is. I put this in data.lua after all the require statements: print(data.raw.recipe["speed-module"].energy_required) print(data.raw.recipe["speed-module-2"].energy_required) print(data.raw.recipe["speed-module-3"].energy_r...
- Fri Feb 20, 2015 6:00 pm
- Forum: Modding help
- Topic: Recipe woes
- Replies: 6
- Views: 2140
Re: Recipe woes
I think all the data you want is in data.raw.recipe. It might be easier to walk that table after it is built to construct your item cracking list.
[edit] Ignore me. It looks like the data you want is in all three places.
[edit] Ignore me. It looks like the data you want is in all three places.
- Sat Feb 14, 2015 10:00 pm
- Forum: Modding help
- Topic: How to best delete an autoplace-control entry?
- Replies: 4
- Views: 2774
Re: How to best delete an autoplace-control entry?
To be honest I half expected there to also be an issue with the autoplace peaks in other entities as well, but Factorio 11.15 starts up and plays just fine with only those changes so it must be ignoring 'invalid' peaks or there's an actual noise-layer specification somewhere (though I don't remembe...
- Sat Feb 14, 2015 9:50 pm
- Forum: Modding help
- Topic: How to best delete an autoplace-control entry?
- Replies: 4
- Views: 2774
Re: How to best delete an autoplace-control entry?
d'oh! I totally forgot about my edits over in entity/demo-resources.lua. You are right, data.autoplace-control and data.resource need to be changed together since they cross-reference. Thank you for this and the lua-noob answers. I'm now using "for i,v in pairs" to walk tables, and I can s...
- Sat Feb 14, 2015 8:16 am
- Forum: Modding help
- Topic: [answered] Where does lua's print function output go?
- Replies: 4
- Views: 4587
Re: Where does lua's print function output go?
On linux and mac os x it prints to terminal (stdout). On windows, I'm afraid, it prints to non-existent console and you can't capture this output. Thanks for this!! All I have to do to fix this is make the console exist. So, in Windows, start a "cmd" window, navigate to Factorio's x64 dir...
- Sat Feb 14, 2015 7:37 am
- Forum: Modding help
- Topic: How to best delete an autoplace-control entry?
- Replies: 4
- Views: 2774
How to best delete an autoplace-control entry?
I'm changing the base resources in the mod I'm playing with. I can go and manually edit the autoplace-controls.lua file in base/prototypes and get exactly what I want. So I am now trying to do it properly from a mod. I need to delete the standard entries for coal and stone. I've tried this: data.raw...
- Sat Feb 14, 2015 7:24 am
- Forum: Modding help
- Topic: [answered] Where does lua's print function output go?
- Replies: 4
- Views: 4587
[answered] Where does lua's print function output go?
Does anyone know where lua's "print" function writes to? I don't see it on screen, nor do I see it in the log file. I'm working on a mod, so "game.player.print" doesn't work yet. Is there a way to direct it to a file? That would work for me. Thanks! [edit] see post 4 for a workar...
- Fri Sep 12, 2014 4:38 am
- Forum: News
- Topic: Friday Facts #50 Growing secretly
- Replies: 28
- Views: 23325
Re: Friday Facts #50 Growing secretly
lol. Yes, I should have said "biter," not "bug"ible wrote:Simply making bugs; I can do that.
- Thu Sep 11, 2014 6:34 am
- Forum: News
- Topic: Friday Facts #50 Growing secretly
- Replies: 28
- Views: 23325
Re: Friday Facts #50 Growing secretly
>> ... But I'm coming to a realisation, that although the game can become bigger and bigger, the feasibility of getting to the point of having 0 bugreports and no tasks on the todolist is comparable to the feasibility of filling the infinite space with sphere made from very limited amount of resourc...
- Sun Jul 27, 2014 4:25 pm
- Forum: News
- Topic: Friday Facts #44 - Decision making
- Replies: 62
- Views: 46019
Re: Friday Facts #44 - Decision making
I fear that many designs will be too distracting for you, but a traditional MkI tank followed by a MkII hover/laser tank might be fun. In the OP, I like the traditional-looking tank designs with smaller guns. Also, it's not clear to me: is this a personal vehicle (like the car) that will do nothing ...
- Sat Jun 21, 2014 9:49 am
- Forum: News
- Topic: Re: Friday Facts #39
- Replies: 38
- Views: 30993
Re: Friday Facts #39
about->check updates still says 0.10.0 (Build 10146, win64) is the latest version. Is there a problem with the updater?
Thank you! I totally missed that!sillyfly wrote:Yes. See the original announcement: https://forums.factorio.com/forum/vie ... f=3&t=4436
- Tue Jun 17, 2014 9:54 pm
- Forum: News
- Topic: Friday Facts #38
- Replies: 36
- Views: 27737
Re: Friday Facts #38
I just wanted to say that despite the fact the amount of music currently may be low, the quality of the current music is, in my opinion, rather good. Not the fidelity of the sound, mind you; simply the music itself is what I'm saying I enjoy. In other words, be sure to keep the current music in the...