I don't like chocolate ice cream.
But I get the point and don't disagree.
Search found 2647 matches
- Mon May 27, 2024 7:37 pm
- Forum: Off topic
- Topic: Factorio is like Chocolate Ice Cream
- Replies: 1
- Views: 137
- Sat May 25, 2024 1:21 pm
- Forum: Ideas and Suggestions
- Topic: Reverse or delete entire belt
- Replies: 3
- Views: 238
Re: Reverse or delete entire belt
I know you're asking for vanilla, but here's a mod that does the reversing that you could use in the interim, and if it sees enough popularity could encourage the devs to add it:
https://mods.factorio.com/mod/belt-reverserup
https://mods.factorio.com/mod/belt-reverserup
- Fri May 24, 2024 10:50 pm
- Forum: Modding help
- Topic: How to access the used preset at runtime?
- Replies: 4
- Views: 196
Re: How to access the used preset at runtime?
Try taking a look at this mod and what it does and how:
https://mods.factorio.com/mod/ChangeMapSettings
https://mods.factorio.com/mod/ChangeMapSettings
- Wed May 22, 2024 8:21 pm
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 69
- Views: 9584
Re: Friday Facts #411 - All about asteroids
I'm 100% sure that if the stars weren't moving, we'd have THE SAME people commenting that they should, it would give a better intuition even if it's not realistic. Nope, I wouldn't. In fact, it'd be a first in any of the games I've played and I'd comment on how finally someone did it right (even if...
- Wed May 22, 2024 8:14 pm
- Forum: Modding help
- Topic: on_entity_damaged does not get called when healing
- Replies: 8
- Views: 342
Re: on_entity_damaged does not get called when healing
I've never tried doing what you're doing, so I'm just brainstorming.
Though my Artificial Tiles mod requires passing some info from data to control, because it's all dynamic and other mods can load their own data into it, I use a dummy tech as the pass-thru, not a common file.
Though my Artificial Tiles mod requires passing some info from data to control, because it's all dynamic and other mods can load their own data into it, I use a dummy tech as the pass-thru, not a common file.
- Wed May 22, 2024 3:49 pm
- Forum: Modding help
- Topic: on_entity_damaged does not get called when healing
- Replies: 8
- Views: 342
Re: on_entity_damaged does not get called when healing
My main motivation was primarily to make a consistent tooltip look [...] Well, considering these would presumably be the only items in game with this type of value, you can add these to the description locale using "/n" to create line breaks as needed. This also supports formatting. :) [....
- Wed May 22, 2024 12:39 pm
- Forum: Modding help
- Topic: on_entity_damaged does not get called when healing
- Replies: 8
- Views: 342
Re: on_entity_damaged does not get called when healing
Afaik, the event should run on the same tick. I think the only one that can run in a different tick is on_entity_destroyed, but only in relation to register_on_entity_destroyed . That said, without fully understanding your goals, etc, wouldn't it be easier to remove the healing property from the fis...
- Tue May 21, 2024 3:22 pm
- Forum: Ideas and Suggestions
- Topic: Better Production statistics
- Replies: 14
- Views: 591
Re: Better Production statistics
That's... not a hyper-late game issue. I don't think you understand just how differently this game handles everything compared to games like Anno.
- Tue May 21, 2024 1:39 pm
- Forum: Ideas and Suggestions
- Topic: Better Production statistics
- Replies: 14
- Views: 591
Re: Better Production statistics
If the devs can find a way to do that without hurting game performance, then great. Otherwise, you're not gonna convince me on this.FuryoftheStars wrote: ↑Tue May 21, 2024 11:03 amWithout the ability to specify a specific subsection of your factory to pull the stats from [...]
- Tue May 21, 2024 11:03 am
- Forum: Ideas and Suggestions
- Topic: Better Production statistics
- Replies: 14
- Views: 591
Re: Better Production statistics
I would disagree with the idea that it can only be better to have these stats as is in game. Without the ability to specify a specific subsection of your factory to pull the stats from, then this is just extra noise for anyone who isn't building just everything feeds everything and/or runs full on. ...
- Tue May 21, 2024 3:28 am
- Forum: Ideas and Suggestions
- Topic: Better Production statistics
- Replies: 14
- Views: 591
Re: Better Production statistics
To add to mmmPi's (and the linked thread) response(s), these kind of stats are only meaningful in the context of where all of your production feeds to all of your consumers. In Factorio, you can segment things out in varying ways, like rows of one producer feeding ten consumers or ten producers feed...
- Mon May 20, 2024 6:55 pm
- Forum: Modding help
- Topic: on_entity_damaged does not get called when healing
- Replies: 8
- Views: 342
Re: on_entity_damaged does not get called when healing
I've nevered played around with this concept, but would on_player_used_capsule be useful here?
You can put the values of what it does in the description.
You can put the values of what it does in the description.
- Mon May 20, 2024 6:49 pm
- Forum: Off topic
- Topic: GoG User Agreement Changes Discussion
- Replies: 11
- Views: 2490
Re: GoG User Agreement Changes Discussion
Why would anybody get Factorio from gog.com? Why wouldn't you just get it straight from Wube? Because some people don't know you can buy the game directly from Wube. Because some people don't know and thus don't trust Wube to handle their payments directly. Because some people prefer their games al...
- Mon May 20, 2024 4:52 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 808
- Views: 140343
Re: Friday Facts #375 - Quality
Query. Can you mix quality levels in a recipe, not in the sense of t1 gears and t0 copper/iron plates, but in the sense of t0 and t1 gears? As in, you have a classic green circuit assembly setup, with quality modules in the copper wires. Does there being t0 and t1 copper wires mean it can't properl...
- Mon May 20, 2024 12:06 am
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 69
- Views: 9584
Re: Friday Facts #411 - All about asteroids
Using this to do directional lighting that changes throughout the day and with local light sources would be really cool, although probably a lot of work to render all the new maps. That shader stuff works best for things that rotate while the sun stays in the same place. It could work for some part...
- Sun May 19, 2024 1:45 am
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 69
- Views: 9584
Re: Friday Facts #411 - All about asteroids
I don't recall it being mentioned that there will be resources that can only be acquired in space Space science packs can only be produced (in bulk) in space. And fuel for your platforms can only be produced there, too. But otherwise, yeah, the only times we'd be in space is while physically travel...
- Sat May 18, 2024 9:10 pm
- Forum: Duplicates
- Topic: Electric Network Statistics duplicates entities those connected to both of merged netoworks
- Replies: 2
- Views: 149
- Fri May 17, 2024 8:50 pm
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 69
- Views: 9584
Re: Friday Facts #411 - All about asteroids
They're likely using the same animations as planetside. Don't read too much into it.Deutschflanker wrote: ↑Fri May 17, 2024 7:25 pmWait, is bullet casing falling on space platform like if they are affected by gravity?
- Fri May 17, 2024 4:10 pm
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 69
- Views: 9584
Re: Friday Facts #411 - All about asteroids
Something that's been at the back of my brain since the first announcements about asteroids and using them for fuel and resources, but made louder with this announcement, is how are any of these planets supporting life (past or present) and not just constantly under bombardment? Everything is so bus...
- Wed May 15, 2024 4:15 pm
- Forum: Ideas and Suggestions
- Topic: Add settings to disable specific system messages
- Replies: 1
- Views: 182
Re: Add settings to disable specific system messages
Hmm, not that it wouldn't be a bad idea, but I feel like the better(?) solution for the "Can't insert" spam is to 1) make it hover text (like you alt. suggested as, yeah, it doesn't make sense having that in the chat log), and 2) combine multiple from the same tick into a single "Can'...