Search found 1333 matches

by sparr
Thu Nov 09, 2023 2:05 pm
Forum: Ideas and Suggestions
Topic: Allow rail signals closer together
Replies: 41
Views: 9417

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...
by sparr
Thu Nov 09, 2023 1:58 pm
Forum: Implemented in 2.0
Topic: improve train block overlay: add directions
Replies: 57
Views: 14448

Re: improve train block overlay: add directions

Implemented in 2.0?
by sparr
Thu Nov 09, 2023 1:54 pm
Forum: Ideas and Suggestions
Topic: Keyboard GUI navigation
Replies: 0
Views: 255

Keyboard GUI navigation

TL;DR Use arrow keys, tab, and enter to navigate the GUI, especially menus. What ? I would like to be able to select and activate menu buttons (new game, options, etc) with the keyboard (arrows, enter). For more complex GUIs, I'd like to be able to cycle through the interactive (clickable?) element...
by sparr
Mon Nov 06, 2023 1:38 pm
Forum: Questions, reviews and ratings
Topic: Remove decorations is not working as I want.
Replies: 9
Views: 1295

Re: Remove decorations is not working as I want.

It's hard to tell from all the screenshots what exactly you're referring to. Can you highlight one of the problematic things?
by sparr
Fri Nov 03, 2023 6:50 pm
Forum: Modding help
Topic: Allow beacons-like machine to give an effect without any modules in it to surrounding machines
Replies: 6
Views: 789

Re: Allow beacons-like machine to give an effect without any modules in it to surrounding machines

You would need to register event handlers for when the visible entity gets built, and create the invisible entity. And when the visible entity is destroyed/mined, remove the invisible entity. Configuring the invisible entity could happen when they player opens the GUI for the visible entity, just cr...
by sparr
Fri Nov 03, 2023 3:43 am
Forum: Modding help
Topic: Allow beacons-like machine to give an effect without any modules in it to surrounding machines
Replies: 6
Views: 789

Re: Allow beacons-like machine to give an effect without any modules in it to surrounding machines

I'm not sure about negative effects, but a common way to achieve the other sort of behavior you're describing is to have a visible dummy entity, and then an invisible entity that does the real work, which would be a beacon with a module in it, all handled transparently by the mod so the player only ...
by sparr
Fri Nov 03, 2023 1:44 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 299
Views: 165155

Re: 3 and 4 way intersections

Since ramps are coming this topic is dead. There are no reason to design any intersections again, just these simple ramps and mergers. That's not true at all. Ramps are huge. Just a ramp up, over one rail, and back down is 34 tiles long. The smallest useful intersection you can make with ramps is a...
by sparr
Thu Nov 02, 2023 5:36 pm
Forum: Development tools
Topic: Workaround for broken mouse click functionality when debugging Factorio in a mouse event
Replies: 2
Views: 932

Workaround for broken mouse click functionality when debugging Factorio in a mouse event

I was using the modding toolkit debugger with a breakpoint that triggered when I clicked on something in-game. This left my mouse clicks captured by factorio, so I couldn't click on anything anywhere else while other mouse and keyboard functionality worked fine. https://unix.stackexchange.com/a/6225...
by sparr
Thu Nov 02, 2023 3:47 pm
Forum: Not a bug
Topic: [1.1.94] factorio binary looks for steam_appid.txt in working directory only
Replies: 3
Views: 699

[1.1.94] factorio binary looks for steam_appid.txt in working directory only

I have steam_appid.txt in the same directory as my factorio binary, which is sufficient to get the factorio modding toolkit vscode extension working. However, when I run the binary directly, I still get the behavior where it relaunches the game. If I change my working directory to where the binary i...
by sparr
Wed Nov 01, 2023 9:53 pm
Forum: Documentation Improvement Requests
Topic: Documentation associating EntityPrototype::build_grid_size and LuaEntityPrototype.building_grid_bit_shift
Replies: 0
Views: 303

Documentation associating EntityPrototype::build_grid_size and LuaEntityPrototype.building_grid_bit_shift

I need to know if an entity should be treated like rails for placement purposes due to having a build_grid_size of 2 instead of 1. I found LuaEntityPrototype.building_grid_bit_shift and it sounds and looks like it's the log2 (plus one) of build_grid_size, but the docs aren't quite clear on that, and...
by sparr
Wed Nov 01, 2023 9:33 pm
Forum: Modding interface requests
Topic: LuaEntity.clone{direction=...}
Replies: 1
Views: 642

Re: LuaEntity.clone{direction=...}

I'm working on this mod again and still hoping for this functionality.
by sparr
Wed Nov 01, 2023 3:08 pm
Forum: Won't fix.
Topic: [1.1.94] Entity build_grid_size produces unexpected results for bigger entities
Replies: 2
Views: 601

Re: [1.1.94] Entity build_grid_size produces unexpected results for bigger entities

If the 2.0 ramp entity had been 14 or 18 tiles wide instead of 16, I suspect a dev would have encountered this bug.
by sparr
Wed Nov 01, 2023 3:02 pm
Forum: Modding interface requests
Topic: Event for wire connected/disconnected to entity
Replies: 19
Views: 4149

Re: Event for wire connected/disconnected to entity

I'd like to rewrite https://mods.factorio.com/mod/belt-overflow when 2.0 comes out, and lack of this feature is the biggest thing stopping me from tackling that task previously.
by sparr
Wed Nov 01, 2023 2:53 pm
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 17
Views: 3969

Re: [1.0.0] more trains fit between signals than the preview shows on c

With 2.0 introducing new rail functionality, a lot of us intense rail optimizers are going to be taking a fresh crack at a whole new assortment of layouts. Having to manually check whether trains fit in blocks (instead of relying on the visualization) is going to jump back to the top of my tediousne...
by sparr
Wed Nov 01, 2023 2:41 pm
Forum: Ideas and Suggestions
Topic: Draw rail blocks and power/circuit wires on top of debug tile grid
Replies: 4
Views: 926

Re: Draw rail blocks and power/circuit wires on top of debug tile grid

With FFFs announcing new information coming to the rail block indicators, this feels like a good time to refresh this request. The indicators disappearing under grid lines makes them less useful overall.
by sparr
Wed Nov 01, 2023 2:18 pm
Forum: Ideas and Suggestions
Topic: Blueprint settings limiting rotation/flipping
Replies: 1
Views: 638

Re: Blueprint settings limiting rotation/flipping

Another use case for this request is my new mod https://mods.factorio.com/mod/fake-new-rails. It fakes 8-way rotatable entities with two 4-way rotatable entities, then provides a blueprint book containing 8 blueprints, each with one of the two entities in a different orientation, so that scrolling t...
by sparr
Tue Oct 31, 2023 6:50 pm
Forum: Won't fix.
Topic: [1.1.94] Entity build_grid_size produces unexpected results for bigger entities
Replies: 2
Views: 601

[1.1.94] Entity build_grid_size produces unexpected results for bigger entities

Entities with a build_grid_size of 2 and a width (based on the collision and selection boxes) of 2, 4, 8, 12, 16, ... follow the normal 2x2 rail grid. Otherwise identical entities with a width of 6, 10, 14, ... are placed on a grid that is offset by one tile if you consider their bounding boxes. If ...
by sparr
Tue Oct 31, 2023 6:35 pm
Forum: Bug Reports
Topic: [1.1.94] Restart after mod load failure ignores --load-game
Replies: 0
Views: 277

[1.1.94] Restart after mod load failure ignores --load-game

If I do `factorio --load-game foo` to load the save named foo, but a mod fails to load so I'm prompted and I choose to Restart (having disabled or fixed the mod), the game relaunches to the main menu rather than into the save I specified. That option should persist in a restart.

Go to advanced search