that too honestly, should have mentioned it aswell - i've just been trying and failing with using the equation given in the heat exchangers wiki page to get the results i want
Search found 21 matches
- Thu Apr 25, 2024 12:41 pm
- Forum: Documentation Improvement Requests
- Topic: Heat energy source lacking detail
- Replies: 2
- Views: 233
Re: Heat energy source lacking detail
- Mon Apr 22, 2024 10:09 pm
- Forum: Documentation Improvement Requests
- Topic: Heat energy source lacking detail
- Replies: 2
- Views: 233
Heat energy source lacking detail
Hello! i was just tinkering with heat exchangers and the prototype functions that come along with it, and i decided to check the wiki docs/API docs for some help. Unfortunately, a lot of them have very little to no descriptions (barring them being mandatory or optional) which makes it a lot harder t...
- Wed Apr 03, 2024 4:54 pm
- Forum: Technical Help
- Topic: [1.1.106] Crash occurring when the progress bar fully loaded, when using Alien Biomes
- Replies: 2
- Views: 210
Re: [1.1.106] Crash occurring when the progress bar fully loaded, when using Alien Biomes
1. No reason, didn't know there was even another option (and if you don't mind me asking, how would i switch?) 2. 2GB? wow, that's low - fair enough, really should get on a new GPU sometimes soon, that'd probably explain why once in a blue moon it does work, i just have less things using my video me...
- Wed Apr 03, 2024 2:37 pm
- Forum: Technical Help
- Topic: [1.1.106] Crash occurring when the progress bar fully loaded, when using Alien Biomes
- Replies: 2
- Views: 210
[1.1.106] Crash occurring when the progress bar fully loaded, when using Alien Biomes
Hello! i was told to come here for help, after asking on the server. I've been having this issue for a while now but finally decided to ask on the actual forums. When using Alien Biomes (i cant give an exact version, but since late 2023 this has been going on), the game will load up and show the loa...
- Wed Jan 17, 2024 4:09 pm
- Forum: Ideas and Suggestions
- Topic: IA and FACTORIO
- Replies: 10
- Views: 961
Re: IA and FACTORIO
technically there is "AI" you can do in-game, it just takes crazy amounts of thinking circuit logic (*cough Nialus's self-building base *cough*), but iirc, its not that simple to have external programs work with factorio. There are a couple mods that do add entities that can ""th...
- Fri Jan 12, 2024 10:28 pm
- Forum: Fan Art
- Topic: [Typeface] Full Automation - Factorio's logo but a font?
- Replies: 3
- Views: 4131
Re: [Typeface] Full Automation - Factorio's logo but a font?
this looks amazing! im suprised how clean and clear it looks and it definitely fits the Factorio theme/style. :D Wow; beautiful. Really cool font, even generally speaking. Sexy and readable, and really appreciate the consistent look of each character. Thanks a lot for this. Feedback: A special chara...
- Fri Jan 12, 2024 10:21 pm
- Forum: Modding discussion
- Topic: Modding Tips/Knowledge Help
- Replies: 0
- Views: 301
Modding Tips/Knowledge Help
Hello! i've been looking around and cant really find one myself, so i decided to make this post (although i could have missed it), i am currently working on an overhaul mod and it would be useful to get some tips from the community on how to make sure its a fun and enjoyable experience :] My main qu...
- Fri Sep 01, 2023 4:13 pm
- Forum: Questions, reviews and ratings
- Topic: Looking For People to Playtest - Overhaul Mod 0.0.2
- Replies: 1
- Views: 512
Re: Looking For People to Playtest - Overhaul Mod 0.0.2
Hello again! to anyone who downloaded the mod, i hoped you enjoyed it as much as i had making it. However, i have now decided to put it onto the mod portal! (plus with new updates and the like :lol: ) So, if you are interested, you can now check it out on the mod portal! https://mods.factorio.com/mo...
- Wed Aug 30, 2023 9:59 pm
- Forum: Fan Art
- Topic: [Typeface] Full Automation - Factorio's logo but a font?
- Replies: 3
- Views: 4131
Re: [Typeface] Full Automation - Factorio's logo but a font?
this looks amazing! im suprised how clean and clear it looks and it definitely fits the Factorio theme/style. :D Wow; beautiful. Really cool font, even generally speaking. Sexy and readable, and really appreciate the consistent look of each character. Thanks a lot for this. Feedback: A special chara...
- Wed Aug 30, 2023 7:25 pm
- Forum: Questions, reviews and ratings
- Topic: Looking For People to Playtest - Overhaul Mod 0.0.2
- Replies: 1
- Views: 512
Looking For People to Playtest - Overhaul Mod 0.0.2
Hello! As the title suggests, I am currently looking for people to playtest my mod. I'm looking for as much data, feedback and suggestions as I can possibly get, to refine and polish the mod to make it as fun as possible. :) The mod is called ' Periodic Madness ', a overhaul mod that aims to add mos...
- Mon Aug 07, 2023 12:35 pm
- Forum: Modding help
- Topic: Implementing a new ore
- Replies: 19
- Views: 2045
Re: Implementing a new ore
i have to thank you so much for your help, you have been so helpful and i cannot thank you enough. I hope you have a good day/afternoon/night! :D You're welcome! By the way, it would be nice if you'd post a link to your mod here once you've got it ready. :-D i thought about it and most likely will!...
- Mon Aug 07, 2023 11:09 am
- Forum: Modding help
- Topic: Implementing a new ore
- Replies: 19
- Views: 2045
Re: Implementing a new ore
nope! those are completely useful! :) i have someone who messaged me and helped me with the autoplace (still some errors, but we are getting there :lol: ) but those will be super useful for what im trying to accomplish. i have to thank you so much for your help, you have been so helpful and i cannot...
- Sun Aug 06, 2023 6:49 pm
- Forum: Modding help
- Topic: Implementing a new ore
- Replies: 19
- Views: 2045
Re: Implementing a new ore
If you look closely at the ore on the belt, you will notice that there are subtle differences between the separate belt segments. i never noticed that! i have to say though, it definitely helps with visuals, makes it look more..well, more varied :lol: but i imagine, yeah its used more for perfomanc...
- Sun Aug 06, 2023 6:49 pm
- Forum: Modding help
- Topic: Implementing a new ore
- Replies: 19
- Views: 2045
Re: Implementing a new ore
If you look closely at the ore on the belt, you will notice that there are subtle differences between the separate belt segments. i never noticed that! i have to say though, it definitely helps with visuals, makes it look more..well, more varied :lol: but i imagine, yeah its used more for perfomanc...
- Sun Aug 06, 2023 6:49 pm
- Forum: Modding help
- Topic: Implementing a new ore
- Replies: 19
- Views: 2045
Re: Implementing a new ore
If you look closely at the ore on the belt, you will notice that there are subtle differences between the separate belt segments. i never noticed that! i have to say though, it definitely helps with visuals, makes it look more..well, more varied :lol: but i imagine, yeah its used more for perfomanc...
- Sun Aug 06, 2023 4:40 pm
- Forum: Modding help
- Topic: Implementing a new ore
- Replies: 19
- Views: 2045
Re: Implementing a new ore
This is the definition of vanilla iron-ore: { type = "item", name = "iron-ore", icon = "__base__/graphics/icons/iron-ore.png", icon_size = 64, icon_mipmaps = 4, pictures = { { size = 64, filename = "__base__/graphics/icons/iron-ore.png", scale = 0.25, mipmap_...
- Sun Aug 06, 2023 1:46 pm
- Forum: Modding help
- Topic: Implementing a new ore
- Replies: 19
- Views: 2045
Re: Implementing a new ore
[and now, i do have it "mostly" working! i've got my actual resource spawning code to work, but now i have to deal with "Error AssignID: item with name "" cannot be found." :roll: You need a ResourceEntity (the thing that's visible as ore patch), but you also want the ...
- Sun Aug 06, 2023 10:33 am
- Forum: Modding help
- Topic: Implementing a new ore
- Replies: 19
- Views: 2045
Re: Implementing a new ore
i will be sure to take a look! i was told to look at other mods to see how they implement ores, but im not really sure where to look. would i look in their files or on a site like github? :oops: Typically, the directory where you've installed Factorio will have a subdirectory "mods". If y...
- Sun Aug 06, 2023 9:33 am
- Forum: Modding help
- Topic: Implementing a new ore
- Replies: 19
- Views: 2045
Re: Implementing a new ore
hello! this question has probably been asked to death but i need some help with creating a ore for my mod, currently in (very early :) ) development. I have looked online and around the forums for any advice or how-to's on how to do this, but all of them have 'come up short' on how to actually impl...
- Sun Aug 06, 2023 9:31 am
- Forum: Modding help
- Topic: Implementing a new ore
- Replies: 19
- Views: 2045
Re: Implementing a new ore
Mods or how it was made in factorio Base game https://github.com/wube/factorio-data/blob/master/base/prototypes/entity/resources.lua im trying that right now actually! although, to no avail yet haha :lol: although, going through that file has defintely helped me learn and has progressed my mod a li...