Search found 1333 matches
- 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...
- 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?
- 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...
- 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?
- 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...
- 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 ...
- 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...
- 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...
- Thu Nov 02, 2023 3:50 pm
- Forum: Not a bug
- Topic: [1.1.94] factorio binary looks for steam_appid.txt in working directory only
- Replies: 3
- Views: 699
Re: [1.1.94] factorio binary looks for steam_appid.txt in working directory only
Per https://partner.steamgames.com/doc/sdk/ ... amAPI_Init this may be a Steam problem.
- 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...
- 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...
- 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.
- 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.
- 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.
- 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...
- Wed Nov 01, 2023 2:44 pm
- Forum: Not a bug
- Topic: [1.1.65] Changing rocket silo position doesn't move launching rocket sprite
- Replies: 2
- Views: 899
Re: [1.1.65] Changing rocket silo position doesn't move launching rocket sprite
What can we do to fix the masking problem?
- 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.
- 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...
- 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 ...
- 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.