Search found 237 matches
- Sun Feb 16, 2020 4:36 am
- Forum: Gameplay Help
- Topic: Gun Collision Boxes
- Replies: 7
- Views: 1620
Gun Collision Boxes
Guns when on the ground, in real life you usually can step over a gun pretty easily. But the only gun I can run over without becoming stuck is the pistol. Which is the only one that shows a collision rectangle and only takes up 1 tile. Where all other guns seem to use 4 tiles and it gets stuck on th...
- Sun Feb 16, 2020 12:26 am
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 95
- Views: 44248
Re: [MOD 0.14] Text Plates
maybe asked here all ready, however is it possible to make text plates visible on map view?
Also +1 to Uranium plates glowing.
Also +1 to Uranium plates glowing.
- Sat Feb 15, 2020 10:23 pm
- Forum: Gameplay Help
- Topic: Research Time + Labs Needed
- Replies: 2
- Views: 684
Re: Research Time + Labs Needed
A research lab at crafting speed 1.0 completes one cycle of the current research in the time that the tech screen says one cycle of that research takes. Therefor steel needs 50 cycles of 5 seconds each. Thus 50 speed 1.0 labs will complete the research in 5.0 seconds, etcpp. Thus researches with la...
- Sat Feb 15, 2020 9:17 pm
- Forum: Gameplay Help
- Topic: Research Time + Labs Needed
- Replies: 2
- Views: 684
Research Time + Labs Needed
https://wiki.factorio.com/Research How does Research Time effect the amount of labs you need? Reasearch_Time001.PNG If I increase the Research Time by a factor of 10 it says I now need 10 labs. Reasearch_Time002.PNG From what this says the consumption of the lab decreases with increased research tim...
- Sat Feb 15, 2020 5:30 pm
- Forum: Outdated/Not implemented
- Topic: Broader Range of In-Game Configuration
- Replies: 5
- Views: 1701
Re: Broader Range of In-Game Configuration
It's fine if that won't happen natively, but hypothetically does the modding interface allow for modifying the GUI to add new functions like this? That way someone could potentially add the functionality I'm talking about. No it does not. Those GUIs and the logic to make them work are incredibly co...
- Sat Feb 15, 2020 5:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Mod settings startup tab missing scrollbar if many settings pressent
- Replies: 17
- Views: 6428
Re: [kovarex] Mod settings startup tab missing scrollbar if many settings pressent
Just installed a few picker mods by Nexela and my Per Player scroll is gone. And when I installed Ammo Loader+ my Map scroll went bye-bye. 17.79. I all so receive migration conflicts from mods that effect the GUI that all so effect the tutorials from loading. Not sure if related, but I been using th...
- Sat Feb 15, 2020 4:40 pm
- Forum: Outdated/Not implemented
- Topic: Broader Range of In-Game Configuration
- Replies: 5
- Views: 1701
Re: Broader Range of In-Game Configuration
I don't really understand what you're asking for but at first glance it seems like none of those are ever going to happen. The entire game is just not built around those ever being a thing. A modular crafting interface. So you can create your own list, without having to manually do it through a dat...
Re: Sponsors
I don't use YouTube for gaming so that very well could be it (a channel name), and it is merely a coincidence it Googles to that company.
- Sat Feb 15, 2020 6:25 am
- Forum: Show your Creations
- Topic: Starting Area
- Replies: 6
- Views: 3716
Re: Starting Area
Still actively working on this monstrosity. Been attempting to establish a rail network with the follow constraints: - Trains have a departure schedule based on the games clock - Going to run a single line to move copper/iron plates, and red/green science. - Potentially it can do this all in 24 hour...
Re: Sponsors
I thought it was just independent backers not actual companies. That's pretty neat.Loewchen wrote: ↑Sat Feb 15, 2020 4:47 amTrain stops and radar are all named after "sponsors".makeitgraphic18 wrote: ↑Sat Feb 15, 2020 4:13 am
Nothing to really see, is what I described. I mean I never heard of Ino, or Inno until I saw it in game.
Ino.PNG
- Sat Feb 15, 2020 3:19 am
- Forum: Gameplay Help
- Topic: Circuit Network - Trains
- Replies: 5
- Views: 1004
Re: Circuit Network - Trains
Ugh, I am being stupid. The wait conditions have values on both sides.
Once I updated that no problems, sorry. I wish the game went through this stuff more to teach you.
Thanks Leo for your help, it allowed me to figure out what was going on.
Once I updated that no problems, sorry. I wish the game went through this stuff more to teach you.
Thanks Leo for your help, it allowed me to figure out what was going on.
- Sat Feb 15, 2020 3:14 am
- Forum: Gameplay Help
- Topic: Circuit Network - Trains
- Replies: 5
- Views: 1004
Re: Circuit Network - Trains
Empty set is not a signal. What is supposed to be 7? The clock outputs the day, hour, or minute. I want the train to read the hour and depart on a specified hour to next the station. So when it is connected direct to the Nixie Tube which is connected to Clock Combinator, the Nixie Tube outputs the ...
- Sat Feb 15, 2020 3:04 am
- Forum: Gameplay Help
- Topic: Circuit Network - Trains
- Replies: 5
- Views: 1004
Re: Circuit Network - Trains
You need to define a signal that the decider sets to 1 and the train stop listens to. Generally I do not understand what the point of the decider is, can you not just use the time signal as train stop input? First I am being ignorant the train from the first set of conditions at stop1 needs either ...
Sponsors
Does Factorio have company sponsors backing their game, or do they simply honor other companies? I saw a Forge of Empires ad in game; https://www.innogames.com/ InoGames Station it was spelled wrong but you were able to understand it. InnoGames GmbH is a German video game developer based in Hamburg....
- Sat Feb 15, 2020 2:11 am
- Forum: Gameplay Help
- Topic: Circuit Network - Trains
- Replies: 5
- Views: 1004
Circuit Network - Trains
What in the heck am I doing wrong, this is driving me bloody mad. Decicider_Input-Output.PNG This is with the Time Tools mod, but the parameters should logically work the same. Edit: even if I add output signal it just does the same dang thing. Decider Combinator | If parameters Hour = 20 Output 1 C...
- Fri Feb 14, 2020 11:11 pm
- Forum: General discussion
- Topic: Re-Enable Achievements...
- Replies: 106
- Views: 151212
Re: Re-Enable Achievements...
Sorry for the necro. Been trying to figure it out myself for a few days now to no avail. Tried looking for 6A D8 40 and then 01 01 or 01 01 00. Tried looking for command-ran then 01 01, etc. I think this method has been patched on the latest version. That, or I'm too incompetent with the hex editor...
- Fri Feb 14, 2020 3:38 am
- Forum: Gameplay Help
- Topic: control LUA in save files
- Replies: 0
- Views: 492
control LUA in save files
I just wanted to know how to add console commands to the control file LUA to avoid losing achievements. I ended up doing it through mods instead.
- Thu Feb 13, 2020 7:36 am
- Forum: Gameplay Help
- Topic: ELI5 - Train Distance Calculations
- Replies: 2
- Views: 734
Re: ELI5 - Train Distance Calculations
0k so the time of day is just to control day/night cycle not game mechanics. 1H in day cycle seems to be 1MIN by the clock in 'Time Tools' mod which is actually 20-21S approx. in real time, which is actually quite a bit shorter then the reported time. However that's probably my math or something els...
- Thu Feb 13, 2020 6:58 am
- Forum: Gameplay Help
- Topic: ELI5 - Train Distance Calculations
- Replies: 2
- Views: 734
ELI5 - Train Distance Calculations
I am trying to extrapolate the total distance and time a set train schedule travels to reach its stop. Eg. From Station 1 to Station 2 is 234km, time taken in game is x. [A day = 7 mins https://wiki.factorio.com/Time (or 6M.56S.4MS so an hour is 27S.35MS)] In-Game_Day.PNG To calculate distance you n...