Search found 11 matches
- Fri Feb 05, 2021 9:37 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 183622
Re: Friday Facts #365 - Future plans
Wonderful stuff. Personally, I'd be happy with free updates or even a Factorio 2, but I understand that Wube would like to stretch their wings after 8 years and see that they can come up with. That said, an expansion sounds cool, and I'd hope to see some really cool new features added or existing on...
- Sun Jun 07, 2020 9:49 pm
- Forum: Mods
- Topic: [MOD 1.0+] Larger Lamps
- Replies: 55
- Views: 19789
Re: [MOD 0.17] Deadlock's Larger Lamps
Can you please submit an update for this mod for 0.18?
The mod updater in-game says its not compatible due to dependency being 0.17.69
The mod updater in-game says its not compatible due to dependency being 0.17.69
- Wed Jun 03, 2020 2:30 pm
- Forum: Releases
- Topic: Version 0.18.30
- Replies: 17
- Views: 14813
Re: Version 0.18.30
Any plans of pushing it to steam experimental channel for the clients? :mrgreen: It's showing up if you manually select it, but not updating when you have 0.18.x selected. every time they release, you ask something relating to steam. why not just download from factorio.com and use in-game updater? ...
- Fri Apr 17, 2020 7:25 pm
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 24200
Re: Friday Facts #343 - Environmental particle effects
This is great. Having a minimal loadable form of the engine will really help in creating standalone content. One thing though, the way that mods are currently loaded still doesn't make it as flexible as Garry's Mod. Imagine having to restart the entire game every time you load savegames or servers. ...
- Tue Mar 17, 2020 2:47 pm
- Forum: Releases
- Topic: Version 0.18.13
- Replies: 57
- Views: 28782
- Fri Nov 15, 2019 1:27 pm
- Forum: Ideas and Requests For Mods
- Topic: Truck/Vehicle with detachable wagon
- Replies: 5
- Views: 2179
Re: Truck/Vehicle with detachable wagon
Hi there I was thinking of how complex it would be to code the train wagon's to attach to a vehicle or truck-like vehicle and drive around freely. Obviously it won't be the exact some wagons, but it can work in the same manner. I've tried to make this mod, but it works not as you expect, I found th...
- Fri Nov 15, 2019 5:39 am
- Forum: Ideas and Requests For Mods
- Topic: Truck/Vehicle with detachable wagon
- Replies: 5
- Views: 2179
Re: Truck/Vehicle with detachable wagon
There are many mods around that add additional vehicles which have a larger cargo capacity in and of themselves. What is your use case for detachable wagons? How would you automate freely roaming cargo vehicles and prevent crashes? I wasn't really thinking along the lines of automation. But it woul...
- Fri Nov 15, 2019 3:44 am
- Forum: Ideas and Requests For Mods
- Topic: Truck/Vehicle with detachable wagon
- Replies: 5
- Views: 2179
Truck/Vehicle with detachable wagon
Hi there
I was thinking of how complex it would be to code the train wagon's to attach to a vehicle or truck-like vehicle and drive around freely. Obviously it won't be the exact some wagons, but it can work in the same manner.
I was thinking of how complex it would be to code the train wagon's to attach to a vehicle or truck-like vehicle and drive around freely. Obviously it won't be the exact some wagons, but it can work in the same manner.
- Sat Oct 19, 2019 1:28 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 36571
Re: Friday Facts #317 - New pathfinding algorithm
Magnificent ! Although, I'm wondering if cliffs should not be taken into account by the "abstract pathfinder", It's not something you can remove early on and even when you can, most of it will remain intact (as you will probably only remove cliffs from inside your base). The only moment t...
- Sun Sep 15, 2019 2:06 am
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 71371
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
I always figured that having either a pipe with a closed end could add a nice touch, like the pipe already does, but this one does not connect automatically and can be rotated. Alternatively, if fluid mixing is detected in an adjacent pipe, let the pipe only connect to one of the fluid boxes, so you...
- Wed Aug 08, 2018 3:57 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 48183
Re: Friday Facts #252 - Sound design & Map editor
Wonderful article.
With regards to the editor, I'm really hoping you can work on the surfaces feature so modders can better make use of it in future.
Even in Vanilla Editor, I have trouble switching, or even starting on the new surface with I added.
With regards to the editor, I'm really hoping you can work on the surfaces feature so modders can better make use of it in future.
Even in Vanilla Editor, I have trouble switching, or even starting on the new surface with I added.