Search found 1331 matches
- Fri May 17, 2024 5:00 pm
- Forum: Modding interface requests
- Topic: Some identifier linking mined entity events with mined item events
- Replies: 12
- Views: 1491
Re: Some identifier linking mined entity events with mined item events
To be clear, my "real goal" here is to be able to identify what entity was just destroyed as soon as possible after the entity gets destroyed.
- Tue May 07, 2024 3:19 pm
- Forum: Modding interface requests
- Topic: Some identifier linking mined entity events with mined item events
- Replies: 12
- Views: 1491
Re: Some identifier linking mined entity events with mined item events
Are you suggesting that when I mine two entities in the same tick I will always get the mined entity event for one, then the mined item event for the same one, then the mined entity event for the other, then the mined item event for the other? I'm not sure how to test this assumption; experiments wo...
- Thu May 02, 2024 6:17 pm
- Forum: Won't implement
- Topic: Requesting O(1) lookup of entities by type or name
- Replies: 10
- Views: 3448
Re: Requesting O(1) lookup of entities by type or name
Still wishing for this feature. It would simplify so many mods, and eliminate bugs in a lot of them.
- Thu May 02, 2024 6:12 pm
- Forum: Modding interface requests
- Topic: Some identifier linking mined entity events with mined item events
- Replies: 12
- Views: 1491
Re: Some identifier linking mined entity events with mined item events
Yes, but when that event fires the entity is still in the world, so none of my checks are valid yet. I need to run my checks after the entity is destroyed, and on_player_mined_item seems to be the only event that triggers at that point.
- Tue Feb 27, 2024 6:08 pm
- Forum: General discussion
- Topic: Quality level names poll
- Replies: 92
- Views: 10504
Re: Quality level names poll
I want five names with sequential starting letters, preferably not starting at A or ending at Z to allow for expansion later.
Common
D
Enhanced
Fine
Great
Normal
Optimized
Pristine
Q
Refined
etc
Common
D
Enhanced
Fine
Great
Normal
Optimized
Pristine
Q
Refined
etc
- Tue Feb 27, 2024 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Train scheduling 2.0
- Replies: 6
- Views: 572
Re: Train scheduling 2.0
FYI you can overlap train stations already. I do this in some of my tiny rail grid factories. Put 3 stops on the same rail right next to each other. Name them "Iron Dropoff" "Stone Dropoff" etc. Then line the track with inserters to unload all the possible wagon locations. Balanc...
- Mon Feb 05, 2024 2:27 am
- Forum: Questions, reviews and ratings
- Topic: Train Mods Roundup
- Replies: 5
- Views: 12018
Re: Train Mods Roundup
I'm making a Fast Trains mod. will you are it here when I am done with it and it has been uploaded to the mod portal? Probably not. This list covers mostly mods that provide new UI and gameplay mechanics. There are far too many mods that just modify/add train entities to ever cover with a writeup l...
- Fri Jan 19, 2024 7:10 am
- Forum: Ideas and Suggestions
- Topic: Make inserter speeds simpler (for 2.0?)
- Replies: 3
- Views: 480
- Tue Jan 16, 2024 4:23 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 231
- Views: 51260
Re: Friday Facts #393 - Putting things on top of other things
My kingdom for a way to detect when a belt is stopped!Unknow0059 wrote: ↑Tue Jan 16, 2024 2:39 pmThis is cool, but someone bothered to add colors to items in belts so their movement is easier to see, but no one stopped the belts from animating for stopped belts?
- Fri Dec 29, 2023 5:33 pm
- Forum: Gameplay Help
- Topic: Is a train junction parallel multiplexer possible?
- Replies: 7
- Views: 935
Re: Is a train junction parallel multiplexer possible?
It's easy to avoid collisions, by having chain signals prior to the junction, and rail signals after the junction. That "locks" the junction itself, for one train at a time. The question is: is it possible to build a MUX junction, that multiple trains can use simultaneously (assuming they...
- Tue Dec 26, 2023 2:20 am
- Forum: Documentation Improvement Requests
- Topic: Add scenarios to factorio-data git repo
- Replies: 0
- Views: 295
Add scenarios to factorio-data git repo
I found myself asking when the pvp scenario was added and when certain parts of it were changed, then discovered that https://github.com/wube/factorio-data/tree/master/base only has migrations and prototypes. It would be nice if scenarios were tracked there as well. campaigns and tutorials would be ...
- Sat Dec 09, 2023 9:49 pm
- Forum: Resolved Requests
- Topic: Specify meaning of alternative numbered key "tuple"s for struct types
- Replies: 4
- Views: 767
Re: Specify meaning of alternative numbered key "tuple"s for struct types
I understand the order answer for the second example, but not for the first. Do you mean that a tuple that takes one string and one number will always be the first string and first number in the sorted fields?
- Sat Dec 09, 2023 9:48 pm
- Forum: Documentation Improvement Requests
- Topic: Indicate unique fields or combinations of fields
- Replies: 0
- Views: 263
Indicate unique fields or combinations of fields
I think that prototype type and prototype name form a unique key. If so, it would be helpful to have that called out in the API docs, ditto for other similar unique single fields or combinations of types/fields.
- Wed Nov 15, 2023 3:29 am
- Forum: Resolved Requests
- Topic: Specify meaning of alternative numbered key "tuple"s for struct types
- Replies: 4
- Views: 767
Specify meaning of alternative numbered key "tuple"s for struct types
ItemProductPrototype :: struct or {ItemID, uint16} https://lua-api.factorio.com/latest/types/ItemProductPrototype.html When using the `{ItemID, uint16}` version, what does the second value represent? In this case I think it's `amount`, but that's not specified anywhere in the docs. SpawnPoint :: st...
- Sat Nov 11, 2023 2:02 am
- Forum: Won't implement
- Topic: LuaCircuitNetwork.update() and LuaControlBehavior.update() to manually trigger the normal per-tick updates
- Replies: 1
- Views: 479
LuaCircuitNetwork.update() and LuaControlBehavior.update() to manually trigger the normal per-tick updates
I would like to implement the behavior described in https://forums.factorio.com/viewtopic.php?f=6&t=109643 as a mod. To do so, I need to be able to trigger updates of control behaviors and circuit networks. A method to update all circuit networks would work, but be wasteful compared to one to up...
- Sat Nov 11, 2023 2:00 am
- Forum: Outdated/Not implemented
- Topic: Quality combinators calculate multiple times per tick
- Replies: 2
- Views: 584
Quality combinators calculate multiple times per tick
TL;DR Instead of one operation per tick, quality combinators could run faster. What ? Currently every combinator runs one operation per tick. My idea is for combinators with higher than normal quality to run multiple iterations of their assigned operation. Adding a single such combinator would have...
- Thu Nov 09, 2023 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Allow rail signals closer together
- Replies: 41
- Views: 9399
Re: Allow rail signals closer together
Placing two signals adjacent that DON'T produce distinct rail block break locations would be a different use case. Perhaps that would still be illegal. Perhaps it would produce a zero-length block. Perhaps it would be handled as a new case. This is the case that's more relevant to tiling blueprint c...
- Thu Nov 09, 2023 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Allow rail signals closer together
- Replies: 41
- Views: 9399
Re: Allow rail signals closer together
The signals on the middle and bottom rail produce the same breaks, but aren't allowed to be placed on the same rail.
- Thu Nov 09, 2023 2:05 pm
- Forum: Ideas and Suggestions
- Topic: Allow rail signals closer together
- Replies: 41
- Views: 9399
Re: Allow rail signals closer together
Double-necro. With all the rail changes coming in 2.0, including new curves with new signal placement positions including some funky ones, maybe there's a chance...
- Thu Nov 09, 2023 1:58 pm
- Forum: Implemented in 2.0
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 14395
Re: improve train block overlay: add directions
Implemented in 2.0?