In Space Age, rocket fuel has an infinite productivity tech. It will always beat solid fuel when you get productivity high enough.
Even in vanilla, it's possible to get rocket fuel productivity up to +40%, where it beats solid fuel.
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- Wed May 14, 2025 1:45 pm
- Forum: Gameplay Help
- Topic: Rocket Fuel vs Solid Fuel cost analysis
- Replies: 5
- Views: 583
- Wed May 14, 2025 1:43 pm
- Forum: Technical Help
- Topic: add non-blocking autosave to windowsby copying wsl's fork
- Replies: 5
- Views: 294
Re: add non-blocking autosave to windowsby copying wsl's fork
Have you tried installing the Linux version of Factorio in WSL?
https://learn.microsoft.com/en-us/windo ... s/gui-apps
https://learn.microsoft.com/en-us/windo ... s/gui-apps
- Wed May 14, 2025 1:35 pm
- Forum: Gameplay Help
- Topic: is it normal for this to happen?(underground belt)
- Replies: 6
- Views: 484
Re: is it normal for this to happen?(underground belt)
Yes, underground belts blocking half a sidebelt has existed since the very first version of Factorio.
It was originally caused by item collision boxes. When item collision boxes were optimized away, they still kept the behavior.
It was originally caused by item collision boxes. When item collision boxes were optimized away, they still kept the behavior.
- Wed May 14, 2025 1:29 pm
- Forum: Gameplay Help
- Topic: Beacon calculations
- Replies: 2
- Views: 263
Re: Beacon calculations
The tooltips are wrong, do not try to match them.
The actual effect does not use any rounding in the calculation.
The actual effect does not use any rounding in the calculation.
- Mon May 05, 2025 1:25 am
- Forum: Gameplay Help
- Topic: Upcycler statistical bias
- Replies: 4
- Views: 554
Re: Upcycler statistical bias
Don't forget that even an unbiased output will exhibit a random walk: on any given run, the imbalance is expected to grow as the square root of the number of samples.
For a specific example, if you recycle 1 million processing units, each with a 50% chance to generate an advanced circuit, you ...
For a specific example, if you recycle 1 million processing units, each with a 50% chance to generate an advanced circuit, you ...
- Thu May 01, 2025 3:35 am
- Forum: Modding help
- Topic: How to add Custom Field to prototypes?
- Replies: 4
- Views: 294
Re: How to add Custom Field to prototypes?
The way most mods do it is create a storage.custom_fields table in control.lua that maps entities to custom fields.
You then need to update the table whenever an entity is built or destroyed.
You then need to update the table whenever an entity is built or destroyed.
- Wed Apr 30, 2025 3:54 am
- Forum: Modding help
- Topic: [Solved][2.0.43] How can I set the icon for a recipe?
- Replies: 5
- Views: 327
Re: [2.0.43] How can I set the icon for a recipe?
How about a different "name"?
- Tue Apr 29, 2025 9:11 am
- Forum: Modding help
- Topic: [Solved][2.0.43] How can I set the icon for a recipe?
- Replies: 5
- Views: 327
Re: [2.0.43] How can I set the icon for a recipe?
Try giving the recipe and item a different localised_name.
- Sat Apr 26, 2025 11:47 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Legendary Stone 4/s
- Replies: 0
- Views: 609
Legendary Stone 4/s
This design produces legendary stone from mined calcite. 4 legendary stone per second.
0eNrtXEuP2zYQ/iuBznIhUiQlLdBTr731GCwMWaZ3hepVPbbdLvzfS8prW7Epa4Z0kGQbIMhaNjWfOOQMvxly9OZtikE2bV713sObl2d11XkPn9+8Ln+q0kJ/V6Wl9B68rq8r6fneX0Na5P2r+qaQT7Lapu2rt/e9vNrKf7wHsn/0PVn1eZ/Lg6Dx4nVdDeVGtqqBfxTYD ...
0eNrtXEuP2zYQ/iuBznIhUiQlLdBTr731GCwMWaZ3hepVPbbdLvzfS8prW7Epa4Z0kGQbIMhaNjWfOOQMvxly9OZtikE2bV713sObl2d11XkPn9+8Ln+q0kJ/V6Wl9B68rq8r6fneX0Na5P2r+qaQT7Lapu2rt/e9vNrKf7wHsn/0PVn1eZ/Lg6Dx4nVdDeVGtqqBfxTYD ...
- Sat Apr 26, 2025 12:06 am
- Forum: Modding help
- Topic: How to efficiently schedule a future event for a future tick?
- Replies: 1
- Views: 206
Re: How to efficiently schedule a future event for a future tick?
events.on_tick is very cheap, don't worry about calling it every tick.
Of course you should try to minimize the work you do every tick. Reading a single table index is a great way to do it.
Of course you should try to minimize the work you do every tick. Reading a single table index is a great way to do it.
- Thu Apr 17, 2025 3:13 am
- Forum: Modding help
- Topic: Need help on coding problem
- Replies: 5
- Views: 417
Re: Need help on coding problem
You are looking at line 42 in the wrong file.
Fix the file at the top of the error message, prototypes/compatibility/bobs_modules.lua
Fix the file at the top of the error message, prototypes/compatibility/bobs_modules.lua
- Fri Apr 11, 2025 1:37 pm
- Forum: Modding help
- Topic: How to generate surface from planet but with custom map-gen
- Replies: 2
- Views: 256
Re: How to generate surface from planet but with custom map-gen
Can you do it in data.lua?
data.raw['planet']['aquilo'].map_gen_settings.autoplace_controls.aquilo_crude_oil.frequency = 10
data.raw['planet']['aquilo'].map_gen_settings.autoplace_controls.lithium_brine.frequency = 10
data.raw['planet']['aquilo'].map_gen_settings.autoplace_controls.fluorine_vent ...
data.raw['planet']['aquilo'].map_gen_settings.autoplace_controls.aquilo_crude_oil.frequency = 10
data.raw['planet']['aquilo'].map_gen_settings.autoplace_controls.lithium_brine.frequency = 10
data.raw['planet']['aquilo'].map_gen_settings.autoplace_controls.fluorine_vent ...
- Sat Mar 22, 2025 1:41 pm
- Forum: Modding help
- Topic: Specifying the biter's attack target
- Replies: 4
- Views: 357
Re: Specifying the biter's attack target
You need to set that in data.lua.
Code: Select all
data.raw['entity']['nuclear-reactor'].allow_run_time_change_of_is_military_target = true
- Thu Mar 20, 2025 4:06 pm
- Forum: Modding help
- Topic: Specifying the biter's attack target
- Replies: 4
- Views: 357
Re: Specifying the biter's attack target
Code: Select all
/c entity = game.player.selected
entity.is_military_target = true
- Tue Mar 04, 2025 2:37 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Disable decals from loading
- Replies: 1
- Views: 233
Re: [Request] Disable decals from loading
Ctrl + Alt + Click on Settings.
Click The rest.
Click both sprite-altas checkboxes.
This makes startup slightly slower the first time, then much faster every other time.
Click The rest.
Click both sprite-altas checkboxes.
This makes startup slightly slower the first time, then much faster every other time.
- Fri Feb 28, 2025 7:24 pm
- Forum: Modding interface requests
- Topic: Stateless visualisations for PlantPrototype
- Replies: 0
- Views: 161
Stateless visualisations for PlantPrototype
I am trying to make a plant type of "Flaming ashland tree". This requires the fire stateless_visualisation_variations to change position as the tree grows.
Please scale the stateless visualisations based on a plant's tick_grown.
Please scale the stateless visualisations based on a plant's tick_grown.
- Tue Jan 28, 2025 2:06 am
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 1047
Re: "Noob" prototype "type checking" question
The Factorio engine does not support object-oriented programming.
You can't extend an entity. And you can't use "instance-of" with user-defined entities (because user-defined classes are impossible).
Lua does allow you to use object-oriented patterns, but it only works in your own mod and can't ...
You can't extend an entity. And you can't use "instance-of" with user-defined entities (because user-defined classes are impossible).
Lua does allow you to use object-oriented patterns, but it only works in your own mod and can't ...
- Tue Jan 21, 2025 2:59 am
- Forum: Modding discussion
- Topic: Some "will it mod" questions
- Replies: 2
- Views: 522
Re: Some "will it mod" questions
1. No engine support, but you can write a mod to help you automate it.
2. No engine support.
3. Mods can connect wires across surfaces.
4. Mods can connect wires across surfaces.
5. No engine support, but you can write a mod to help you automate it.
6. No engine support.
7. Mods can connect wires ...
2. No engine support.
3. Mods can connect wires across surfaces.
4. Mods can connect wires across surfaces.
5. No engine support, but you can write a mod to help you automate it.
6. No engine support.
7. Mods can connect wires ...
- Mon Jan 13, 2025 1:08 pm
- Forum: Modding help
- Topic: Making a composite entity act like a normal entity
- Replies: 7
- Views: 903
- Wed Jan 01, 2025 6:49 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 171
- Views: 699668
Re: Accumulator / Solar panel ratio
Yes, the 25200 tick day was added in Factorio 2.0.