Search found 255 matches
- Sun Jun 08, 2025 6:09 pm
- Forum: Balancing
- Topic: Acid neutralizarion is 10x too fast.
- Replies: 14
- Views: 1666
Re: Acid neutralizarion is 10x too fast.
if you ask me, this way to generate power on vulcanus is broken and unfun.
- Wed Jun 04, 2025 2:30 pm
- Forum: Modding help
- Topic: Problem toying with infinite tech
- Replies: 5
- Views: 583
Re: Problem toying with infinite tech
Yeah but a better language would have warn me... and I code since 20 years.... so..... and I'm using factorio modding tool kit and somehow it miss it anyway...computeraddict wrote: Tue Jun 03, 2025 8:19 pmData structure matters. You will find this everywhere you program.
- Tue Jun 03, 2025 6:50 pm
- Forum: Modding help
- Topic: Problem toying with infinite tech
- Replies: 5
- Views: 583
Re: Problem toying with infinite tech
damm I hate luaNatha wrote: Sat May 24, 2025 1:59 pm What is the max level you get?
I just saw that max_level must not be inside unit
- Tue Jun 03, 2025 6:39 pm
- Forum: Modding help
- Topic: Audio Formats?
- Replies: 6
- Views: 2398
Re: Audio Formats?
On the sound type: https://lua-api.factorio.com/latest/types/Sound.html#filename
Thanks, I start from play_sound of runtime doc, then realize I needed to add my audio file in data stage. Since `play_sound` need a `path` I was using `__mymod__` directly and the game just quit :lol:. Then I ...
- Tue Jun 03, 2025 6:31 pm
- Forum: Modding help
- Topic: Prototype/Sound#aggregation Documentation
- Replies: 2
- Views: 790
Re: Prototype/Sound#aggregation Documentation
https://lua-api.factorio.com/latest/prototypes/SoundPrototype.html#aggregation
aggregation = {
max_count = 1,
remove = true,
count_already_playing = true,
},
Thus I don't see much why `count_already_playing` even exist, what does it count if not already playing sound ???
If I understand ...
aggregation = {
max_count = 1,
remove = true,
count_already_playing = true,
},
Thus I don't see much why `count_already_playing` even exist, what does it count if not already playing sound ???
If I understand ...
- Tue Jun 03, 2025 4:43 pm
- Forum: Modding help
- Topic: Audio Formats?
- Replies: 6
- Views: 2398
Re: Audio Formats?
where did you document it ? Can't find anything in wiki or docBilka wrote: Fri Oct 08, 2021 6:30 pm Seems like this shows up in some search results and I just documented this, so here is the answer:
Support sound file formats are .ogg, .wav and .voc.
- Tue Jun 03, 2025 9:28 am
- Forum: Ideas and Suggestions
- Topic: Radar should be moved to logistic tab
- Replies: 7
- Views: 891
Re: Radar should be moved to logistic tab
One other thing is giving how factorio become "remote view" gameplay you need vision, BUT that why roboport now give vision, and so radar is more between military (chunk reveal to spot new bases) and signal, since base game have no circuit group I think radar should stay in military in vanilla.
- Tue Jun 03, 2025 8:59 am
- Forum: Ideas and Suggestions
- Topic: Read robot statistics should output quality
- Replies: 0
- Views: 245
Read robot statistics should output quality
TL;DR
Roboport read robot statistics circuit should output robots with quality information.
What?
I wish roboport circuit will be more a toggle between modes, either:
None
Read logistic network contents
Read logistic network requests
Read total robot statistic
Output statistic as signal ...
Roboport read robot statistics circuit should output robots with quality information.
What?
I wish roboport circuit will be more a toggle between modes, either:
None
Read logistic network contents
Read logistic network requests
Read total robot statistic
Output statistic as signal ...
- Mon Jun 02, 2025 9:31 pm
- Forum: Bug Reports
- Topic: [2.0.54] Steam input for the steam condensation recipe too slow
- Replies: 5
- Views: 593
Re: [2.0.54] Steam input for the steam condensation recipe too slow
did you inverted footage version ?
- Mon Jun 02, 2025 9:29 pm
- Forum: Releases
- Topic: Version 2.0.55
- Replies: 3
- Views: 5307
Re: Version 2.0.55
It's my mods that have a bug or one of demo in main menu bug ?
No log in log file so here a screenshot
No log in log file so here a screenshot
- Sun Jun 01, 2025 11:11 am
- Forum: Releases
- Topic: Version 2.0.54
- Replies: 4
- Views: 4451
Re: Version 2.0.54
Effective technology bonus increased slightly.
Increased ?
- Tue May 27, 2025 12:31 pm
- Forum: Balancing
- Topic: Landmines in the offense
- Replies: 9
- Views: 1325
Re: Landmines in the offense
If you’re brave enough to walk right up to the Biters, throw a landmine at their feet, and can still run away without being eaten, then I think you deserve that one.
but how it is brave when this is very effective :lol:
I feel mines should do less damage to buried entity but they should ...
- Mon May 26, 2025 8:35 pm
- Forum: Ideas and Suggestions
- Topic: Rapid Artillery Marking is missing and it's bad with health buff
- Replies: 7
- Views: 430
Re: Rapid Artillery Marking is missing and it's bad with health buff
I want this feature back cause... it's fun.
- Sun May 25, 2025 10:14 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 91306
Re: Gleba has killed the game for me.
they have considerably nerfed enemy on gleba now, the evolution is more smooth, and pollution is a lot more absorbed now. It's no where near the same difficulty at the launch of 2.0. But that only for combat side on gleba, I still don't like the unique building of gleba.
- Sun May 25, 2025 7:14 am
- Forum: Ideas and Suggestions
- Topic: Make Captive Biter Spawner upgrade automatable again
- Replies: 3
- Views: 356
Re: Make Captive Biter Spawner upgrade automatable again
but robot can still PLACE bitter spawn no ? and so then you just need to plan a "non legendary" bitter that will produce a "legendary" bitter spawn somewhere else and then delete old one.
- Sat May 24, 2025 9:29 pm
- Forum: Ideas and Suggestions
- Topic: savegame replay Video
- Replies: 7
- Views: 934
Re: savegame replay Video
thus I never used this feature, I know pretty well how you did it, I don't see why it wouldn't be possible to run the game at max possible tick/s, true the CPU would burn but if someone want to fast forward as fast as possible it should be possible to run the game faster. It would work with the ...
- Thu May 22, 2025 6:15 am
- Forum: Balancing
- Topic: Inserter filters allow trivial Belt Madness level 3 solution
- Replies: 2
- Views: 522
Re: Inserter filters allow trivial Belt Madness level 3 solution
THERE ARE SCENARIO IN THE GAME ?!?
PS: there scenario thing are ultra low low low priority maybe even less than "can we get an ARM build"
PS: there scenario thing are ultra low low low priority maybe even less than "can we get an ARM build"

- Thu May 22, 2025 6:13 am
- Forum: Modding help
- Topic: Need help on coding problem
- Replies: 5
- Views: 450
Re: Need help on coding problem
first lesson of codding, no screenshot of code
- Tue May 20, 2025 6:57 am
- Forum: General discussion
- Topic: Will Factorio run on Switch 2
- Replies: 8
- Views: 1025
Re: Will Factorio run on Switch 2
guess nintendo doesn't want game on their console 

- Mon May 19, 2025 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Tanks shouldn't bump into spidertrons following them
- Replies: 3
- Views: 342
Re: Tanks shouldn't bump into spidertrons following them
that not a work around that just cheating, either dev forget to add vision for tank either its a game design choice. Using a spidertron to follow the tank is smart. A shame it's doesn't work.