Search found 9 matches
- Sat Jan 13, 2024 1:08 am
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 66394
- Fri Dec 08, 2023 9:03 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 151
- Views: 35386
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 indicat...
- Fri Nov 10, 2023 9:26 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 69916
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 th...
- Sun Sep 17, 2023 12:12 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 81571
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, b...
- Sat Sep 16, 2023 9:51 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 81571
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 comp...
- Sat Sep 09, 2023 9:06 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196432
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.
- Fri Dec 23, 2022 2:51 pm
- Forum: Modding help
- Topic: player.vehicle.rotation_speed not working.
- Replies: 7
- Views: 1382
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??
- Fri Dec 23, 2022 11:27 am
- Forum: Modding help
- Topic: player.vehicle.rotation_speed not working.
- Replies: 7
- Views: 1382
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.
- Fri Dec 23, 2022 11:08 am
- Forum: Modding help
- Topic: player.vehicle.rotation_speed not working.
- Replies: 7
- Views: 1382
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.
Any help would be appreciated.