Search found 141 matches
- Fri Apr 26, 2024 12:56 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 122
- Views: 8735
Re: Friday Facts #408 - Statistics improvements, Linux adventures
The new statistics shown seem sensible to me. I agree with Serenity and I am also in favor of the suggestion to display the full number for values in the thousands and not to round them. 4 digits for values in the thousands increase the clarity enormously and would be very helpful. Implementing this...
- Sat Apr 20, 2024 9:41 am
- Forum: Modding help
- Topic: Hiding flags from splitters.
- Replies: 2
- Views: 162
Re: Hiding flags from splitters.
The problems may be due to the fact that the "items" causing the problems are not of the type "item". I haven't tested it myself, but that is at least one difference to the items with which it works.
- Fri Apr 19, 2024 1:59 pm
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 49
- Views: 6998
Re: Friday Facts #407 - Automating a soundtrack
I always find it interesting to get some technical background this way.
I'm curious to see how the new music will feel in the finished game.
I'm curious to see how the new music will feel in the finished game.
- Mon Apr 15, 2024 8:18 am
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 151
- Views: 19045
Re: Friday Facts #406 - Space Age Music
Another FFF with very interesting background information.
The music sounds very good. However, I'm not yet sure whether the more dynamic and faster pieces won't overload and distract too much from the actual gameplay. I'll find out when I can play it myself.
The music sounds very good. However, I'm not yet sure whether the more dynamic and faster pieces won't overload and distract too much from the actual gameplay. I'll find out when I can play it myself.
- Fri Apr 05, 2024 4:30 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 137
- Views: 14862
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Again nice and good changes in this FFF. The fact that you can now read out the contents of the entire belt with one query is very helpful and, in my opinion, improves the overview compared to the currently still necessary query of each individual belt segment. I also like the fact that you can now ...
- Fri Mar 29, 2024 3:11 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 14949
Re: Friday Facts #404 - Frustration not found
Again other nice QOL changes.
- Fri Mar 22, 2024 1:12 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 129
- Views: 16939
Re: Friday Facts #403 - Train stops 2.0
And another great FFF. Since I like playing with trains, I think the announced innovations are great. I can hardly wait to finally play 2.0. I could have used the renaming of all stations in my current playthrough. :D I made a typo and renaming them individually was a pain. As studix2002 already wro...
- Fri Mar 15, 2024 9:04 pm
- Forum: Modding help
- Topic: Do i need to publish my mods in order to test them?
- Replies: 6
- Views: 358
Re: Do i need to publish my mods in order to test them?
No, a mod does not have to be published on the mod portal for testing.
You don't even have to compress your mod. You can copy the uncompressed folder with the files and subfolders it contains into the mod folder and test the mod.
You don't even have to compress your mod. You can copy the uncompressed folder with the files and subfolders it contains into the mod folder and test the mod.
- Fri Mar 15, 2024 2:53 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23037
Re: Friday Facts #402 - Lightspeed circuits
Another FFF with innovations that I would like to try out immediately. I already use signals over long distances. So the transfer of these signals via radar is a great relief for me. Now I no longer have to lay long wires. I also like the fact that the external lines are retained when cutting and pa...
- Fri Mar 08, 2024 2:57 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 102
- Views: 20280
Re: Friday Facts #401 - New terrain, new planet
It's great that you've also thought about Nauvis. The changes look very good and sound like a better gaming experience. I can't wait to see how it plays on a rail world in the future.
But I have one more question. Does the change mentioned in the FFF also change the resource generation?
But I have one more question. Does the change mentioned in the FFF also change the resource generation?
- Thu Mar 07, 2024 6:04 pm
- Forum: Mods
- Topic: [MOD 0.17 - 1.1] Picklocks Inserter
- Replies: 19
- Views: 6164
Re: [MOD 1.1] Picklocks Inserter
Update V1.110.7 for Factorio V1.1: Date: 07.03.2024 Bugfixes: - Fixes a bug causing a non-recoverable error on the client and the server when a player joins a headless server. Optimisations: - For performance reasons, the maximum number of inserters that can be cleaned per tick has been reduced from...
- Tue Mar 05, 2024 8:58 am
- Forum: Ideas and Suggestions
- Topic: FFF Request: Please don't spoil any new enemies
- Replies: 8
- Views: 565
Re: FFF Request: Please don't spoil any new enemies
I would also like to have information about new opponents in an FFF in advance.
- Fri Mar 01, 2024 1:58 pm
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 12092
Re: Friday Facts #400 - Chart search and Pins
Very nice. It's the little things you change that make the gaming experience even better. And with all these changes, it's clear that you put your heart into the development. I often miss that in other development teams and it makes Factorio and you so special. The pins are a very good idea. How oft...
- Thu Feb 29, 2024 2:27 pm
- Forum: Mods
- Topic: [MOD 1.0-1.1] Picklocks Lithium Polymer Accumulator
- Replies: 3
- Views: 1610
Re: [MOD 1.0-1.1] Picklocks Lithium Polymer Accumulator
Update V1.1.2 for Factorio V1.1: Date: 29.02.2024 Features: - Added 3 achievements for building lithium polymer accumulators Info: - Data on graphite moved from Mod Picklocks Lithium Polymer Accumulator to Picklocks Basic Mod. Locale: - Updated and tweaked language files See start post for details.
- Thu Feb 29, 2024 2:21 pm
- Forum: Mods
- Topic: [MOD 1.1] Picklock's Fusion Power
- Replies: 3
- Views: 1267
Re: [MOD 1.1] Picklock's Fusion Power
Version: 1.0.2 for Factorio V1.1: Date: 29.02.2024 Features: - Added achievements for building a fusion reactor - Sewage pump: The liquids to be pumped back can be changed even if there are still residues of the previous liquid in the fluidbox of the sewage pump (with up to 2 seconds delay). - Sewag...
- Thu Feb 29, 2024 2:18 pm
- Forum: Mods
- Topic: [MOD 1.0 – 1.1] Picklocks Basic Mod
- Replies: 4
- Views: 2669
Re: [MOD 1.1] Picklocks Basic Mod
Version: 1.1.4 for Factorio V1.1: Date: 29.02.2024 Balancing: - Reduced the number of lithium ore patches created by resource_autoplace. Info: - Data on graphite moved from Mod Picklocks Lithium Polymer Accumulator to Picklocks Basic Mod. Locale: - Updated and tweaked language files See start post f...
- Fri Feb 23, 2024 1:28 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 35893
Re: Friday Facts #399 - Trash to Treasure
Another outstanding FFF with lots of interesting news. Apart from the quality issue and its randomness, it all sounds very good. So this is the planet for which we need the elevated trains. I can't wait to see how quickly the resources can be gathered to build up the train network. I also think the ...
- Fri Feb 23, 2024 9:14 am
- Forum: Modding help
- Topic: How to control the number of spots set for a resource at the start of the game
- Replies: 0
- Views: 145
How to control the number of spots set for a resource at the start of the game
Hello, I have added a new resource to one of my mods. That also worked perfectly. I only noticed during my last playthrough that, in my opinion, too many resource spots are generated at the start of the game. Originally I copied the values of Uran from resources.lua and adapted them for my resource....
- Fri Feb 23, 2024 6:29 am
- Forum: Mods
- Topic: [MOD 1.1] Picklock's Fusion Power
- Replies: 3
- Views: 1267
Re: [MOD 1.1] Picklock's Fusion Power
Version: 1.0.1 for Factorio V1.1: Date: 22.02.2024 Bugfixes: - Fixed a bug that caused an non-recoverable error in connection with the Space-Exploration mod. Balancing: - Maximum pumping rate of the sewage pump adjusted as follows: - For crude oil reduced from 360/s to 320/s. - For petrolium gas red...
- Sat Feb 17, 2024 5:48 pm
- Forum: Mods
- Topic: [MOD 1.1] Picklocks rocket silo stats
- Replies: 4
- Views: 2384
Re: [MOD 1.1] Picklocks rocket silo stats
Version: 1.1.3 for Factorio V1.1:
Date: 17.02.2024
Bugfixes:
- Fixed a bug where after loading a savegame the rocket silo stats were displayed incorrectly after the start of the next rocket.
See start post for details.
Date: 17.02.2024
Bugfixes:
- Fixed a bug where after loading a savegame the rocket silo stats were displayed incorrectly after the start of the next rocket.
See start post for details.