Search found 84 matches
- Wed Mar 12, 2025 1:02 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Starting ships for Space Age
- Replies: 3
- Views: 4297
Re: Starting ships for Space Age
Aquilo Ship: 0eNrt3ctyHUeWoOtXoaEHPSHyxLp5RMiqj1lm9aB7XD2rI6OB4KYES1yYuChTVaYH6AfpF+snOXvjQgTJ7TuW+y8qKYo1KCVJwOPmEbHcY/n6/vPo9fnd5t312eXt0Xf/eXR2enV5c/Tdv//n0c3ZD5cn57u/u/353ebou6Obdyenm+Pzq9OT27Ory6OXR5cnF7u/P/nb3dn51dEvL4/OLt9s/nH0nfzycvnrjz92++P13c3t5nrxg/rL9y+PNpe3Z7dnm4eN3v/h51eXdxevtz ...
- Wed Mar 12, 2025 1:02 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Starting ships for Space Age
- Replies: 3
- Views: 4297
Re: Starting ships for Space Age
Advanced Asteroid Processing ship: 0eNrtneuO3UiWXl9FyN9S++xbkGzMGOgZw8D8MGB4fhmNgpBKHVUlOpWpzktN9zTqAfwgfjE/iU9epDwqMc7ZO1ZVddcFMDydqsxNMhgMfgwG1/rbyZuLu+2H6/PL25Pf/+3k7fbm7Pr8w+351eXJ70/+1/bPd+fX25sXp2+/fXF6c7u9vjp/++LD9dXZ9ubm/PLr373439uLi6v/eHH6/v3V7178t6sXl1e3L+5uti/eXV2/+MPujy ...
- Wed Mar 12, 2025 1:01 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Starting ships for Space Age
- Replies: 3
- Views: 4297
Starting ships for Space Age
For those who hate designing ships, here are some pre-made ones, (and the blueprint book also has blank templates for customizing).
A starting ship that works for all plants prior to aquilo. It is 'safe' to sit in orbit of any planet, stable (in the sense that it will not run out of ammo even ...
A starting ship that works for all plants prior to aquilo. It is 'safe' to sit in orbit of any planet, stable (in the sense that it will not run out of ammo even ...
- Wed Mar 12, 2025 12:41 am
- Forum: Energy Production
- Topic: Expandable, tilable, buffered and unbuffered nuclear power.
- Replies: 1
- Views: 675
Re: Expandable, tilable, buffered and unbuffered nuclear power.
I hit the 60k character limit with my previous post, so to expand on the concept of expanding peak power:
bad_expansion.png
That's what a bad expansion looks like. The heat networks are connected (via the cores touching each other) but the circuit networks are not, and there's a secondary ...
bad_expansion.png
That's what a bad expansion looks like. The heat networks are connected (via the cores touching each other) but the circuit networks are not, and there's a secondary ...
- Wed Mar 12, 2025 12:29 am
- Forum: Energy Production
- Topic: Expandable, tilable, buffered and unbuffered nuclear power.
- Replies: 1
- Views: 675
Expandable, tilable, buffered and unbuffered nuclear power.
All prints are tileable and designed to expand until you hit a practical limit (pipe segment length, belt capacity, etc).
'Peak' power designs are steam buffered. Meaning the reactors only run with the steam reserve is low enough that no energy would be wasted.
If you expand peak reactors, you ...
'Peak' power designs are steam buffered. Meaning the reactors only run with the steam reserve is low enough that no energy would be wasted.
If you expand peak reactors, you ...
- Thu Oct 24, 2024 5:19 pm
- Forum: General discussion
- Topic: Space age requirements
- Replies: 11
- Views: 2735
Re: Space age requirements
I'm playing on Windows 7, it works just fine. I plan to upgrade to Linux soon (9800x3d baby...don't suck pls!). Windows 10/11 can gargle my inserter.
- Thu Oct 24, 2024 5:18 pm
- Forum: General discussion
- Topic: $50 DLC and no sale is disappointing
- Replies: 56
- Views: 9633
Re: $50 DLC and no sale is disappointing
"No Sale, Ever" is actually a sale all on its own. Inflation is a thing, so ever year the game gets cheaper. US sets a 2% inflation target, and so it gets a 2% price drop every year. Well, assuming you get a 2% raise, and the CPI (the real one, not that fake crap they published after the 80s) only ...
- Thu Oct 24, 2024 5:14 pm
- Forum: General discussion
- Topic: Thank you for Fluid 2.0
- Replies: 8
- Views: 2242
Thank you for Fluid 2.0
I bought Space Age and I've finally gotten to Nuclear Power. My...disdain for the old fluid system is easily found, both in the mods I've made/used, and the forum posts I've made. On one hand, creative problem solving was a thing. On the other hand...what a PITA having to build over water and juggle ...
- Fri Jun 03, 2022 12:16 am
- Forum: Modding help
- Topic: [SOLVED] GUI table row caption, item-name or entity-name?
- Replies: 2
- Views: 1250
Re: GUI table row caption, item-name or entity-name?
I finally got something that works. This is what I ended up with:
local function addLoanWindowRow(p_name, item_internal_name, count)
if not global.players[p_name].info_table then
initLoanWindow(p_name)
end
local info_table = global.players[p_name].info_table
if global.players[p_name].loan ...
local function addLoanWindowRow(p_name, item_internal_name, count)
if not global.players[p_name].info_table then
initLoanWindow(p_name)
end
local info_table = global.players[p_name].info_table
if global.players[p_name].loan ...
- Wed Jun 01, 2022 11:28 pm
- Forum: Modding help
- Topic: [SOLVED] GUI table row caption, item-name or entity-name?
- Replies: 2
- Views: 1250
[SOLVED] GUI table row caption, item-name or entity-name?
I'm writing a mod that allows you to cheat items into existence, but keeps track of what you cheat into existence so that you can later repay it back. IE: start a fresh game with all tech unlocked, and cheat electric miners into existence along with your end-game mall without needing to wait for ...
- Tue Aug 24, 2021 2:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.38] Regression from 1.1.37 - unable to have more than 50 modules in a recipe
- Replies: 3
- Views: 4641
Re: [1.1.38] Regression from 1.1.37 - unable to have more than 50 modules in a recipe
There is a lot of misleading details here. What you are describing is not about the module when trying to put them into the module slots, but instead its about just any item that in the ingredient inventory does not insert above the stack size even when recipe has ingredient requirement larger of ...
- Tue Aug 24, 2021 3:15 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.38] Regression from 1.1.37 - unable to have more than 50 modules in a recipe
- Replies: 3
- Views: 4641
[boskid][1.1.38] Regression from 1.1.37 - unable to have more than 50 modules in a recipe
This behavior occurs in a modded game, but can be reproduced in a minimally modded game (no mods save one specifically designed to show this behavior). The MiningUPSGrade mod (available via mod portal) can demonstrate this behavior easily enough. Lay down an assembler, select the MiningUPSGrade ...
- Sun Jul 04, 2021 10:20 pm
- Forum: Won't fix.
- Topic: [1.1.35] Massively scaled building mini-views cause huge performance hit.
- Replies: 13
- Views: 4919
Re: [1.1.35] Massively scaled building mini-views cause huge performance hit.
To me the "ideal" solution is to give modders better tools to work with engine limitations instead of imposing more limitations and recommending horrible hacks. In this case a prototype flag to not render the entity preview seems sufficient to solve both the tooltip and the gui opened FPS problems ...
- Sat Jul 03, 2021 11:26 pm
- Forum: Won't fix.
- Topic: [1.1.35] Massively scaled building mini-views cause huge performance hit.
- Replies: 13
- Views: 4919
Re: [1.1.35] Massively scaled building mini-views cause huge performance hit.
what if we could just set the electric search area to be that of a smaller entity and offset it?
That really wouldn't work. In order to do that you'd need to basically...imagine a smelter with a yellow box in one corner and if you didn't provide power to *that one specific corner* the building ...
- Fri Jul 02, 2021 7:37 pm
- Forum: Won't fix.
- Topic: [1.1.35] Massively scaled building mini-views cause huge performance hit.
- Replies: 13
- Views: 4919
Re: [1.1.35] Massively scaled building mini-views cause huge performance hit.
Ohhh, so when you say 'render' you mean that yellow box around the corners of the entity + the yellow outline around the power poles! Ok. That makes sense. Would making these entities void powered resolve that problem? Every other solution I have in mind requires scripting to make it work (like ...
- Fri Jul 02, 2021 7:11 pm
- Forum: Won't fix.
- Topic: [1.1.35] Massively scaled building mini-views cause huge performance hit.
- Replies: 13
- Views: 4919
Re: [1.1.35] Massively scaled building mini-views cause huge performance hit.
lol. As far as causes go that's pretty funny. For what it's worth, the reason for the buildings being so massive is:
1. Optional (all the mods have a setting to constrain building size)
2. So that you can have a megabase which takes up the same space (and thus face all the problems) as a 'real ...
1. Optional (all the mods have a setting to constrain building size)
2. So that you can have a megabase which takes up the same space (and thus face all the problems) as a 'real ...
- Fri Jul 02, 2021 5:59 pm
- Forum: Won't fix.
- Topic: [1.1.35] Massively scaled building mini-views cause huge performance hit.
- Replies: 13
- Views: 4919
[1.1.35] Massively scaled building mini-views cause huge performance hit.
Technically a modded problem, but given that I'm (more or less) only using the scale property on an existing factorio entity, this problem is actually inherent to Factorio itself. Whether you choose to fix it or not *shrug*, but I want you to be aware at least.
I have a number of mods that aim to ...
I have a number of mods that aim to ...
- Fri Oct 02, 2020 7:39 pm
- Forum: Modding help
- Topic: [1.0.0] create_effect for entities appears not to react to 'script' type.
- Replies: 1
- Views: 1214
[1.0.0] create_effect for entities appears not to react to 'script' type.
Control.lua:
local function do_dump(o)
if type(o) == 'table' then
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. do_dump(v) .. ','
end
return s .. '} '
else
return tostring(o)
end
end
function on_script_trigger_effect ...
local function do_dump(o)
if type(o) == 'table' then
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. do_dump(v) .. ','
end
return s .. '} '
else
return tostring(o)
end
end
function on_script_trigger_effect ...
- Wed Sep 30, 2020 9:11 pm
- Forum: Modding help
- Topic: [Solved] Turn event.name into actual event name?
- Replies: 3
- Views: 1615
Re: Turn event.name into actual event name?
Oy vey. Thanks.
- Wed Sep 30, 2020 8:28 pm
- Forum: Modding help
- Topic: [Solved] Turn event.name into actual event name?
- Replies: 3
- Views: 1615
[Solved] Turn event.name into actual event name?
I'm trying to figure out an inter-mod conflict. Part of that is trying to figure out exactly which event is being sent between mods and that it's handled correctly. When I print out event.name, I get '78'. I was hoping for, ya know, an actual name (like script_raised_destroy -- what I expect to find ...