Search found 141 matches
- Sat Jan 25, 2020 12:13 pm
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 18187
Re: IR in 0.18
The license text does not contain the text you quote. I took the text from a short form of Licence. I still think minor modifications, to be compatible with a new version, is closer to "format", then to "adaptation". In case that we decide that it's an adaptation, one still free...
- Sat Jan 25, 2020 9:37 am
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 18187
Re: IR in 0.18
Short answer: Merely changing the format never creates a derivative. Changing format to be compatible with 0.18 is not a forbidden change. "no derivatives" means you can't publish after changing something in his mod gameplay features or balance, like allowing productivity modules for many ...
- Sat Jan 18, 2020 11:06 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 38663
Re: Friday Facts #330 - Main menu and File Share Shenanigans
Continue will be a nice menu option. About data storage. I was using cheap old PC (with windows storage server %-) with some HDDs. Then I switched to more compact DLink Dir-320L. Soon I found that it like to corrupt my files... :-( So I returned to my old small PC, just changed it's case so more HDD...
- Sun Dec 22, 2019 10:11 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 360968
Re: [MOD 0.17] Industrial Revolution
All chip production - green, red, blue, do not allow productivity modules, so in IR mod those chips are not intermediate product, while in original Factorio the are. wiki ref Also some other items, like Reinforced Iron Plate, also is not an Intermediate product. Why? In Factorio it's quite clear, th...
- Thu Nov 28, 2019 9:01 am
- Forum: General discussion
- Topic: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
- Replies: 35
- Views: 11220
Re: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
I build 2xN "in line" with any mod for ground water, so it can be build endlessly until you have space, using simple copy-paste. I tried to use different builds before, but they are more complicated to copy when you need more power. Building some structure and installing it in a big lake, ...
- Fri Aug 23, 2019 5:04 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 112701
Re: Friday Facts #309 - Controversial opinions
You prolly should put a survey, with questions and typical answers. Inserters should not chase items Miners shouldn't output directly to belts Leave them as is. I love the idea that miners can output to wagons directly, and that gives me a goal to chase! Boilers shouldn't have a water output Then ho...
- Fri Aug 16, 2019 4:39 pm
- Forum: News
- Topic: Friday Facts #308 - Not stable quite yet
- Replies: 29
- Views: 16688
Re: Friday Facts #308 - Not stable quite yet
I'm also very surprised that in a game, where you can change or fine tune almost anything without problems, using console, LUA or mod, someone using Cheat Engine. Maybe they are too lazy or do not understand that in Factorio, one can change almost everything from a console?
- Tue Aug 13, 2019 6:16 am
- Forum: Ideas and Requests For Mods
- Topic: Changing effects on evolution / changing pollution spread
- Replies: 8
- Views: 2977
Re: Changing effects on evolution / changing pollution spread
OKay, I can read and print it, but can not change. /c local t1 = game.tile_prototypes["water"] game.player.print( t1.emissions_per_second ) t1.emissions_per_second = 0.001 Print displays 5e-06, that looks realistic, since I saw 0.000005 number related to water tiles before. But LuaTileProt...
- Mon Aug 12, 2019 1:18 pm
- Forum: Ideas and Requests For Mods
- Topic: Changing effects on evolution / changing pollution spread
- Replies: 8
- Views: 2977
Re: Changing effects on evolution / changing pollution spread
/c game.player.print( Data.raw.tile.water.ageing )
Does not work for me, from console.
Says attempt to index global data - nil value. Data.raw.tile.water.ageing also do not works.
Seems should be some prefix before data. ?
Does not work for me, from console.
Says attempt to index global data - nil value. Data.raw.tile.water.ageing also do not works.
Seems should be some prefix before data. ?
- Sun Aug 11, 2019 5:54 pm
- Forum: News
- Topic: Friday Facts #307 - 0.17 stable candidate
- Replies: 83
- Views: 37304
Re: Friday Facts #307 - 0.17 stable candidate
I believe I have already thought about every proposed change to oil I afraid, you got us wrong way. We asking about liquids flow in pipes , that works kinda bad now. We see a pipe of a good diameter (I'd say about one meter+ visually, and it performs so badly. :-( About oil redesign - it's your pic...
- Sun Aug 11, 2019 8:40 am
- Forum: Ideas and Requests For Mods
- Topic: Revert toolbar to old behavior (with auto link new items)
- Replies: 1
- Views: 694
Revert toolbar to old behavior (with auto link new items)
Old toolbar behavior was much better. I craft a new item, it instantly appear on a 1st free slot of toolbar (I don't care is it item or link). Then I place it, and it's gone from a toolbar.
Is it possible to impenitent by mod?
I searched but found none. Is it impossible to do?
Is it possible to impenitent by mod?
I searched but found none. Is it impossible to do?
- Sat Aug 10, 2019 7:47 pm
- Forum: PyMods
- Topic: Problem with too big/obscuring building sprites
- Replies: 7
- Views: 2072
Re: Problem with too big/obscuring building sprites
I strongly disagree with you, immortal_sniper1. 1. Please use proper grammar, it's hard to understand what you write. 2. Game should be fun. I'm not going to adapt to mod that force me to build base in limited way, not the way I like. Because this is one of main Factorio concepts - you can do same t...
- Sat Aug 10, 2019 4:39 pm
- Forum: PyMods
- Topic: Problem with too big/obscuring building sprites
- Replies: 7
- Views: 2072
Problem with too big/obscuring building sprites
In Factorio core game, all buildings textures/sprites, almost always fits inside their rectangle. If they are drawn outside of rectangle, it's usually very small part, like antenna, that do not block view. They also never block a way in between of any two building. Here buildings are too big. Okay, ...
- Fri Aug 09, 2019 4:13 pm
- Forum: News
- Topic: Friday Facts #307 - 0.17 stable candidate
- Replies: 83
- Views: 37304
Re: Friday Facts #307 - 0.17 stable candidate
What about new fluid mechanic? Is it already implemented, or postponed for future?
Because current performance of semi-long pipes is very low.
Because current performance of semi-long pipes is very low.
- Fri Aug 09, 2019 4:09 pm
- Forum: Not a bug
- Topic: [0.17.63] Crash with unknown reason, repeatable to some degree - not a bug, remove topic
- Replies: 6
- Views: 1461
Re: [0.17.63] Crash with unknown reason, repeatable to some degree - not a bug, remove topic
Next day I turn power switch on a power supply off for several minutes, did BIOS reset to default, loaded optimized defaults and everything turned back to normal. Still no idea what caused the problem. No crashes anymore. I suspect that some memory access control setting in a BIOS got changed to hig...
- Wed Aug 07, 2019 5:24 am
- Forum: Not a bug
- Topic: [0.17.63] Crash with unknown reason, repeatable to some degree - not a bug, remove topic
- Replies: 6
- Views: 1461
Re: [0.17.63] Crash with unknown reason, repeatable to some degree
Sorry for bug report - it's a hardware problem in my PC.
Memtest86 shows, that, due to unknown to me reason, memory, when it's temperature gets to 67 degrees, starts to fail a lot. DDR3, no manual overclocking.
Memtest86 shows, that, due to unknown to me reason, memory, when it's temperature gets to 67 degrees, starts to fail a lot. DDR3, no manual overclocking.
- Tue Aug 06, 2019 9:25 pm
- Forum: Not a bug
- Topic: [0.17.63] Crash with unknown reason, repeatable to some degree - not a bug, remove topic
- Replies: 6
- Views: 1461
Re: [0.17.63] Crash with unknown reason, repeatable to some degree
Thanks for the report. Looking at the 3 crash logs they're all crashing in completely random places each time. That makes me highly suspect bad RAM on your end. Yes, it crashes at random with c0000005 code always. Had no problems with RAM before. I'll run some test tomorrow, will write here if it i...
- Tue Aug 06, 2019 8:11 pm
- Forum: Not a bug
- Topic: [0.17.63] Crash with unknown reason, repeatable to some degree - not a bug, remove topic
- Replies: 6
- Views: 1461
[0.17.63] Crash with unknown reason, repeatable to some degree - not a bug, remove topic
I was running across terrain, planning where to put a new chemical refinery. So was moving for last 10 seconds at least. Suddenly screen freezes for a few seconds, then a message about crash appear. Autosave - about 2 min before crash. After restarting game and loading save it did not crashed same t...
- Mon Jul 15, 2019 7:58 am
- Forum: General discussion
- Topic: Should standing next to an active reactor harm player health?
- Replies: 42
- Views: 13717
Re: Should standing next to an active reactor harm player health?
Short answer - no.
Satisfactory has this feature, and it cause more problems then fun in game.
Satisfactory has this feature, and it cause more problems then fun in game.
- Mon Jul 15, 2019 6:28 am
- Forum: Mods
- Topic: [MOD 0.16 - 1.1] New Game+
- Replies: 44
- Views: 23068
Re: [MOD 0.16, 0.17] New Game+
Nice, that it works again.
Do I understand right, that numbers in your interface, in basic part, 100 times less then in Factorio default game creation, because there % are used? And equal in advanced tab. Or no?
Do I understand right, that numbers in your interface, in basic part, 100 times less then in Factorio default game creation, because there % are used? And equal in advanced tab. Or no?