Search found 14 matches

by MrDayne
Sat Aug 16, 2025 6:42 pm
Forum: Modding help
Topic: Can Science Packs "Remaining" values be changed? (Solved)
Replies: 4
Views: 414

Re: Custom Item Icons

HunD34TH wrote: Sat Aug 16, 2025 4:57 am
Natha wrote: Fri Aug 15, 2025 7:11 pm Maybe https://lua-api.factorio.com/latest/pro ... multiplier?
Almost, science packs are tools, so https://lua-api.factorio.com/latest/pro ... multiplier should be it
Yes, thank you. This was it.
by MrDayne
Fri Aug 15, 2025 9:58 pm
Forum: Modding help
Topic: Can Science Packs "Remaining" values be changed? (Solved)
Replies: 4
Views: 414

Re: Custom Item Icons

Natha wrote: Fri Aug 15, 2025 7:11 pm Maybe https://lua-api.factorio.com/latest/pro ... multiplier?
I thought this should be it, but this affects how the labs consume the science depending on the lab's quality. I could not use it as a science pack property.
by MrDayne
Fri Aug 15, 2025 6:43 pm
Forum: Modding help
Topic: Can Science Packs "Remaining" values be changed? (Solved)
Replies: 4
Views: 414

Can Science Packs "Remaining" values be changed? (Solved)

Is there a way to change the science pack quality to remaining percent formula? Right now is 100% extra per quality level and 200% for the legendary quality for a total of 600%. Is there a way to change that?

Solution example:
data.raw.quality["rare"].tool_durability_multiplier = 4
This changes ...
by MrDayne
Mon Apr 21, 2025 2:43 pm
Forum: Ideas and Suggestions
Topic: The new achievement restriction killing 100% speedruns? I have an idea.
Replies: 10
Views: 1248

Re: The new achievement restriction killing 100% speedruns? I have an idea.


There are many ways to play the Game.

Speedrunning is the art of arbitrarily making up rules for why it is so important that everybody plays the game according to this one specific set of rules, that may or may not be fun, and talking trash to everybody who does not want to play by those rules ...
by MrDayne
Mon Apr 21, 2025 11:59 am
Forum: Ideas and Suggestions
Topic: The new achievement restriction killing 100% speedruns? I have an idea.
Replies: 10
Views: 1248

The new achievement restriction killing 100% speedruns? I have an idea.

Achievements should be a measurement of your ability as a player to achieve it, not a bothersome thing you will eventually get on a custom savegame designed to make achievements trivial. As so I find the new change quite on point. I would say if you are going to do it, do it all the way. All ...
by MrDayne
Fri Dec 08, 2023 9:03 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 151
Views: 52949

Re: Friday Facts #388 - Smaller things for 2.0

I have two suggestions.
Configurable size for tags. My blocks are sometimes too big, I want to zoom out enough to see them all, and I can't see the tags for each thing.
Ghost indicator (of whatever sort) of maximum length of whatever pipe or belt you are placing. Dragging it to see the green ...
by MrDayne
Fri Nov 10, 2023 9:26 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 126437

Re: Friday Facts #384 - Combinators 2.0

Hi. I have a few recommendations from my personal gameplay experience.

1. I would like to select the train station circuit option regardless of it being connected or not. Sometimes I'm editing that and I would like to set the option before connecting the cable, but I have to connect the cable and ...
by MrDayne
Sun Sep 17, 2023 12:12 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 129581

Re: Friday Facts #376 - Research and Technology



I don't know if I like the change of endless productivity on labs. It would completely break how SPM work in the game. I know that SPM is very dependant on infinite technologies, and you need to play a world over hundreds of hours if you want to reach a point where you can get the most out of it ...
by MrDayne
Sat Sep 16, 2023 9:51 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 129581

Re: Friday Facts #376 - Research and Technology

Edit: I was pointed out that prod on labs don't count towards consumed science statistics, so I don't mind about this anymore. Maybe a hard cap on productivity for things other than mining wouldn't be a bad idea though.

I don't know if I like the change of endless productivity on labs. It would ...
by MrDayne
Sat Sep 09, 2023 9:06 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 319631

Re: Friday Facts #375 - Quality

This is a mechanic that has me jumping in my chair. Imagine now all that equipment you have in mods, unlocking everything legendary. It's going to be like an RPG within Factorio, plus the added bonus of having a 100% legendary base, it's gonna be insane.
by MrDayne
Fri Dec 23, 2022 2:51 pm
Forum: Modding help
Topic: player.vehicle.rotation_speed not working.
Replies: 7
Views: 2050

Re: player.vehicle.rotation_speed not working.

Ok, so I guess the only way is to manually correct rotation on every tick, and limit it more and more the faster the car is going. Do you think this could be doable??
by MrDayne
Fri Dec 23, 2022 11:27 am
Forum: Modding help
Topic: player.vehicle.rotation_speed not working.
Replies: 7
Views: 2050

Re: player.vehicle.rotation_speed not working.

Cars have all the variables from vehicle, since they inherit from it, but cars have some variables of their own that vehicles don't, like rotation speed. When I get player.vehicle I can modify all vehicle variables, but not car variables.
by MrDayne
Fri Dec 23, 2022 11:08 am
Forum: Modding help
Topic: player.vehicle.rotation_speed not working.
Replies: 7
Views: 2050

player.vehicle.rotation_speed not working.

I can't figure out how to change that in a function inside control.lua. The player.vehicle reference doesn't have the car's property (rotation speed) and I don't know how to get a reference to the car, and not it's parent vehicle.
Any help would be appreciated.

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