Search found 356 matches
- Mon Apr 20, 2020 11:54 am
- Forum: Not a bug
- Topic: [0.17.79] Adding mods to an existing save - research issue
- Replies: 1
- Views: 812
[0.17.79] Adding mods to an existing save - research issue
This was first reported on discord for Circuitissimo: https://mods.factorio.com/mod/circuitchips The mod adds additional recipe/items to the circuit network technology, and when the mod was added to a save that already had the circuit network researched, the mods items weren't automatically unlocked...
- Thu Apr 16, 2020 6:30 am
- Forum: Ideas and Suggestions
- Topic: Multiple Conditions + If \ Else function+ for Logic Networks
- Replies: 8
- Views: 5593
Re: Multiple Conditions + If \ Else function+ for Logic Networks
Back to topic. I get your point. "Micromanaging" combinator logic "feels small" at the current state of advancement in the game. But there are several ingame ways to handle this "properly". Maybe you want to try the advanced combinator Mod ? Circuitissimo might be an i...
- Wed Apr 15, 2020 1:02 pm
- Forum: Implemented mod requests
- Topic: Ability to create out-of-world LuaItemStacks.
- Replies: 14
- Views: 4948
Re: Ability to create out-of-world LuaItemStacks.
What's wrong with just using a table, and re-applying the values you need on an as-needed basis?
- Wed Apr 15, 2020 12:16 pm
- Forum: Ideas and Suggestions
- Topic: Multiple Conditions + If \ Else function+ for Logic Networks
- Replies: 8
- Views: 5593
Re: Multiple Conditions + If \ Else function+ for Logic Networks
Excuse me?Factory Overlord wrote: βSun Apr 12, 2020 1:49 pmTrue or False only works for a Basic Binary System for a local network
Only basic binary?
*Ahem*
Bullsh*t.
That never stopped anyone before.Factory Overlord wrote: βSun Apr 12, 2020 1:49 pmBut when I want to connect multiple inputs to make a decision it gets tricky.
- Wed Apr 15, 2020 11:56 am
- Forum: Ideas and Suggestions
- Topic: Why can't I put fish back into the water?
- Replies: 18
- Views: 5591
Re: Why can't I put fish back into the water?
Fish die when they're taken out of water.
That's why.
You monster.
for real though you could do this with a mod really easily.
That's why.
You monster.
for real though you could do this with a mod really easily.
- Wed Apr 15, 2020 11:52 am
- Forum: Gameplay Help
- Topic: Confizzled why my plastics factory stopped
- Replies: 9
- Views: 1968
- Mon Apr 13, 2020 8:27 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.18] Command triggered event without player_index
- Replies: 3
- Views: 2442
Re: [0.18.18] Command triggered event without player_index
that's the console.
- Mon Apr 13, 2020 8:22 am
- Forum: Ideas and Suggestions
- Topic: Feature request: Allow one-time orders from logistic network
- Replies: 29
- Views: 9973
- Fri Apr 10, 2020 9:49 am
- Forum: Ideas and Suggestions
- Topic: Have "ctrl+r" open a new logistic request
- Replies: 4
- Views: 1254
Re: Have "ctrl+r" open a new logistic request
ctrl+r make TEMPORARY logistic request.
Maybe put it in the crafting queue as a special item so can manage & cancel etc - the queue doesn't get much use that late in the game.
Maybe put it in the crafting queue as a special item so can manage & cancel etc - the queue doesn't get much use that late in the game.
- Thu Apr 09, 2020 8:47 am
- Forum: Ideas and Suggestions
- Topic: Vote to Kick/Ban
- Replies: 91
- Views: 23696
Re: Strike/Ban system linked to account
A system for players to report grievers on their public/open servers, after enough strikes from multiple servers, grievers will be prohibited from joining any public/open online sessions for X period of time. ANY public sessions? ... no. Let's say i run a pvp server designed for grievers to roam. S...
- Thu Apr 09, 2020 8:40 am
- Forum: Fan Art
- Topic: Hand drawing of factorio!
- Replies: 4
- Views: 4780
Re: Hand drawing of factorio!
very cool! nice drawing
- Thu Apr 09, 2020 8:37 am
- Forum: Modding help
- Topic: [Q] Is it possible to output 2 Solid Items?
- Replies: 6
- Views: 1815
Re: [Q] Is it possible to output 2 Solid Items?
I don't understand your question, but the answer is effectively a yes, it is possible.
Anything else?
p.s. this belongs in mod making forum.
Anything else?
p.s. this belongs in mod making forum.
- Thu Apr 09, 2020 8:36 am
- Forum: Ideas and Suggestions
- Topic: Emoji keyboard entry for icon names
- Replies: 4
- Views: 2363
Re: Emoji keyboard entry for icon names
Shouldn't be too hard to make a mod that does this in a popup menu.
- Thu Apr 09, 2020 8:34 am
- Forum: Gameplay Help
- Topic: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
- Replies: 30
- Views: 7847
Re: personal roboport BUGGED ! won't fix cars or tanks.. (v0.17.79)
From what i see right here is a slow response from them a really SLOOOOOW RESPOND...... I take it you mean, they'll repair the car eventually .. but it takes a while to detect that repairs are needed. afaik this is working as intended, particularly if your map is very large and you have a lot of ro...
- Thu Apr 09, 2020 3:52 am
- Forum: Ideas and Suggestions
- Topic: "Drag-placing" power poles should ignore already built ones
- Replies: 16
- Views: 3871
Re: "Drag-placing" power poles should ignore already built ones
Ok that's just weird, this game is always evolving.
Well the more you know i guess.
- Thu Apr 09, 2020 1:21 am
- Forum: Ideas and Suggestions
- Topic: "Drag-placing" power poles should ignore already built ones
- Replies: 16
- Views: 3871
Re: "Drag-placing" power poles should ignore already built ones
I don't see any posts from wube so, This has been discussed in the past and if memory serves, this won't be done due to some technical reasons on how the pole dragging works. But it would be really nice if it could be. Oh well. And there's clearly some extra functionality built in where they'll guar...
- Thu Apr 09, 2020 1:12 am
- Forum: Mods
- Topic: [0.17+] Randotorio
- Replies: 29
- Views: 9471
- Wed Apr 08, 2020 4:28 pm
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 53
- Views: 19676
Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
... for some players ... Can we get ... The only reason I want ... I support this too. grumble inducing? yes. This is what mods are for, and in this case it's one line. data.raw["electric-pole"]["big-electric-pole"].wire_reach=32 Someone feel free to turn this into a mod if it d...
- Wed Apr 08, 2020 4:11 pm
- Forum: Mods
- Topic: [0.17+] Randotorio
- Replies: 29
- Views: 9471
Re: [0.17+] Randotorio
I suspect there simply isn't a "Do I have access to the building to craft this" check in the code. Nice find with how ingredients for "furnaceable recipes" can't be duplicates. This seems like something that should actually prevent factorio from passing the data stage validation...
- Wed Apr 08, 2020 3:43 pm
- Forum: Not a bug
- Topic: [0.18.17] Different Smeltables with the same ingredients
- Replies: 1
- Views: 844
[0.18.17] Different Smeltables with the same ingredients
Found through Randotorio. https://forums.factorio.com/viewtopic.php?p=486916#p486916 Different Smeltables with the same ingredients creates a conflict where one of the recipes can't be used because there is no way to select a furnaces recipe like you can an assembler. E.g. if iron plates and copper ...