Search found 299 matches
- Thu Jul 07, 2016 8:55 am
- Forum: Modding help
- Topic: What does "Order" do for technology?
- Replies: 2
- Views: 1483
Re: What does "Order" do for technology?
Do you know how item ordering works? It's the same thing, but limited to the unlocks of a research. So you could have a belt unlocked with an inserter, and by default the order is alphabetical. Using order will let you change that order. Otherwise, there's little documentation on how ordering works ...
- Thu Jul 07, 2016 8:52 am
- Forum: Modding help
- Topic: Error in assignID: belt-surface not found
- Replies: 4
- Views: 1254
Re: Error in assignID: belt-surface not found
Could you list them? I'm not well-versed on how the item-group and item-subgroup system works, and there's little documentation on how to do so correctly.prg wrote:I'm not getting any complaints about the belt-surface item, just a lot of item-subgroups that are incorrectly named or missing.
- Thu Jul 07, 2016 7:59 am
- Forum: This Forum
- Topic: User Rank
- Replies: 35
- Views: 32242
Re: User Rank
Well let's bump this. https://forums.factorio.com/forum/images/ranks/filter-inserter.png 250 - 999: Filter Inserter https://forums.factorio.com/forum/images/ranks/smart-inserter.png 1000+: Smart Inserter https://forums.factorio.com/images/ranks/smart-inserter.png With the new 0.13 update the stack ...
- Thu Jul 07, 2016 7:55 am
- Forum: Modding help
- Topic: Error in assignID: belt-surface not found
- Replies: 4
- Views: 1254
Error in assignID: belt-surface not found
So I pushed Commit #37 of Complicated Recipes last night and I'm currently stuck with 0.13 updates with the errors in assignID saying that an item called belt-surface doesn't exist, but it does in both en.cfg and every single file that contains 'belt-surface'. I have no idea why this is happening.
- Sun Jul 03, 2016 5:13 am
- Forum: Mod portal Discussion
- Topic: [IDEA] Show latest version on the right-hand side
- Replies: 7
- Views: 2995
[IDEA] Show latest version on the right-hand side
Currently, the mod portal only has the major Factorio version number (0.12 or 0.13), and no mod versions. Having a more specific Factorio version would make it easier to see if a mod is for 0.12.xx, 0.12.1, 0.12.35, or 0.13.3. 0.12's later versions had major scripting changes, so just having "0...
- Sat Jul 02, 2016 6:21 am
- Forum: Ideas and Requests For Mods
- Topic: Railroad Station Nexus
- Replies: 3
- Views: 1226
Re: Railroad Station Nexus
Disallowing entity building would just be a matter of checking on built (and robot built) to see if it's within the radius. You could keep track of the area in a table, the main issue would be showing the player where that area is (maybe a tile?) I was about to say to have a 64x64 electricity range...
- Sat Jul 02, 2016 6:18 am
- Forum: Gameplay Help
- Topic: Differences between smart inserter and filter inserter?
- Replies: 8
- Views: 3870
Re: Differences between smart inserter and filter inserter?
Pre-0.13, the Smart Inserter was the only inserter to have a filter and connectable to the circuit/robot network. It had the speed of a Fast Inserter.
0.13, the Filter Inserter is exactly the same thing, only this time every inserter has circuit and robot network access. And a snazzy purple color.
0.13, the Filter Inserter is exactly the same thing, only this time every inserter has circuit and robot network access. And a snazzy purple color.
- Fri Jul 01, 2016 10:23 am
- Forum: Modding discussion
- Topic: [0.13] Moddable achievements possible?
- Replies: 1
- Views: 1264
[0.13] Moddable achievements possible?
Obviously modded achievements don't work because mods disable achievements, but in my recent bout of brain farts, I noticed that the new achievements are defined as prototypes in data/base/prototypes/achievements.lua. These achievements have no documentation at all from what I can see, so I've put u...
- Fri Jul 01, 2016 4:16 am
- Forum: Implemented Suggestions
- Topic: [0.13] Moddable achievements
- Replies: 1
- Views: 1006
[0.13] Moddable achievements
EDIT: I just found the achievements.lua file in data/base/prototypes. I'm dumb, it seems you can do everything that I suggested, but better. I also notice that there's no documentation on the achievement types. NOTE: I don't know much about how events work, but I get the general idea. Mods, feel fr...
- Fri Jul 01, 2016 12:01 am
- Forum: Releases
- Topic: Version 0.13.2
- Replies: 43
- Views: 30683
Re: Version 0.13.2
where's the new concrete dev? https://forums.factorio.com/viewtopic.php?f=5&t=27489 The people demand concrete! ;) .. request ... concrete... Please? :) Isn't the yellow zebra floor the new concrete? It's new concrete, but what devilwarriors is talking about is the angled concrete as shown in F...
- Wed Jun 29, 2016 1:05 pm
- Forum: Mod portal Discussion
- Topic: 0.13, no more mods on the forum ?
- Replies: 4
- Views: 2982
Re: 0.13, no more mods on the forum ?
I would say keep the mods on the forum, but additionally require mod portal links so that people can auto update and stuff like that. Also, another "Outdated" subforum like the <=0.11.xx subforum for 0.12.xx would be nice to sort out on the forum the updated mods from the not updated ones.
- Thu Jun 23, 2016 12:52 am
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 132886
Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)
Error, maybe because Bob's Warfare isn't installed?
- Sun Jun 19, 2016 2:30 pm
- Forum: General discussion
- Topic: Game FPS at End game
- Replies: 56
- Views: 19478
Re: Game FPS at End game
I've found that endgame FPS loss seems to be from revealing the map too much. As the amount of scanned area goes up, UPS goes down... The amount of scanned area has no impact on game performance as virtually all of the scanned area is not active because you're not near it or pollution is not near i...
- Sun Jun 19, 2016 5:37 am
- Forum: General discussion
- Topic: Game FPS at End game
- Replies: 56
- Views: 19478
Re: Game FPS at End game
I've found that endgame FPS loss seems to be from revealing the map too much. As the amount of scanned area goes up, UPS goes down...
- Sun Jun 19, 2016 2:47 am
- Forum: Bob's mods
- Topic: [0.12.2X] Bob's Harder Endgame Mod *ALPHA*
- Replies: 21
- Views: 9341
Re: [0.12.2X] Bob's Harder Endgame Mod *ALPHA*
Voted for an original name. Name it "Bob's Rocket", to fit the style of the other Bob's Mods.
- Fri Jun 17, 2016 4:33 pm
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 132886
Re: [MOD 0.12.30] ExtraChests v0.1.4 (Addon for Bob's mod)
Thank you! Can't wait for the update, and hopefully bug fixes.
- Fri Jun 17, 2016 2:27 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 106050
Re: [MOD 0.12.x] Side Inserters v1.0.8
I've seen a few posts in the thread about Bob's Mods support.
Do you think you could do that?
Do you think you could do that?
- Wed Jun 15, 2016 2:04 pm
- Forum: Modding help
- Topic: Allowing the refinery to do crafting-with-fluid recipes
- Replies: 1
- Views: 736
Allowing the refinery to do crafting-with-fluid recipes
Currently, as it stands, the refinery as used in the vanilla game is oil (and water) in, petroleum + light oil + heavy oil comes out. It's only fluid -> fluid, the only way to have a fluid + item -> fluid + item or some combination thereof is in the chemical plant, and that's limited to 2 fluid inpu...
- Wed Jun 15, 2016 4:44 am
- Forum: Modding discussion
- Topic: What most popular mods add new recipes?
- Replies: 6
- Views: 2016
Re: What most popular mods add new recipes?
Remember Marathon. Those increased costs might break some things.
- Sun Jun 12, 2016 8:48 pm
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 132886
Re: [MOD 0.12.30] ExtraChests v0.1.4 (Addon for Bob's mod)
I'm still waiting on that bug fix. I can't even play the game with this mod because on that bug, and I REALLY want to play with it.