Search found 1280 matches

by sparr
Tue Oct 18, 2022 4:19 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 199
Views: 63044

Re: 3 and 4 way intersections

4lane BufferedSuperCompact

For a right turn, the inside lane can only exit to the outside lane and vice versa.
For going straight or a left turn, the inside lane can only exit to the inside lane, and the outside lane to the outside lane.
by sparr
Fri Oct 14, 2022 4:57 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 199
Views: 63044

Re: 3 and 4 way intersections

it doesn't fit the forum as all intersections on here allow every lane to go in every direction. I, too, was shocked to discover that this is not true. It comes up occasionally on Discord. Apparently a lot of folks have been contributing intersections without that trait for a while now, and the yea...
by sparr
Wed Sep 07, 2022 4:19 pm
Forum: Modding interface requests
Topic: Allow settings that present multiple input fields based on prototypes and other data
Replies: 6
Views: 378

Re: Allow settings that present multiple input fields based on prototypes and other data

The part that would be truly confusing to users is caused by allowing those settings to be used in earlier data stages after a restart. What if data.lua makes steel chest with 48 slots and settings-dynamic adds a setting claiming steel chest has 100 slots? It's hard to know how to respond when you'...
by sparr
Tue Sep 06, 2022 8:37 pm
Forum: Modding interface requests
Topic: Allow settings that present multiple input fields based on prototypes and other data
Replies: 6
Views: 378

Re: Allow settings that present multiple input fields based on prototypes and other data

It sounds like you simply want one int setting for every (not blacklisted) container. You can simply do that with a loop. No, you can't. You don't have access to data (where the container list exists) during the settings stage, and you can't create settings during the data stage. Making it possible...
by sparr
Tue Sep 06, 2022 7:47 pm
Forum: Modding interface requests
Topic: Allow settings that present multiple input fields based on prototypes and other data
Replies: 6
Views: 378

Allow settings that present multiple input fields based on prototypes and other data

About once a week I see someone on the Discord in #mod-making asking how to make a dynamic group of settings based on some game data, such as one setting for each turret or tile. Sadly we have to shoot them down every time, and a few folks end up implementing something like a string setting with a d...
by sparr
Mon Sep 05, 2022 2:59 pm
Forum: Won't fix.
Topic: [1.1.68] Unknown item sprite displays poorly in alt mode
Replies: 1
Views: 313

[1.1.68] Unknown item sprite displays poorly in alt mode

The sprite for unknown-item is a black question mark. This looks fine in the GUI where it will be backed by a crisp grey square. It looks terrible in Alt mode where it will appear on top of an entity with a black gradient surrounding it. A white outline is one potential way to resolve this.
by sparr
Mon Sep 05, 2022 1:12 pm
Forum: Ideas and Suggestions
Topic: Draw rail blocks and power/circuit wires on top of debug tile grid
Replies: 3
Views: 256

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

I often enable the debug tile grid when developing blueprints. A minor annoyance which occasionally leads to mistakes is that both the colored lines for rail blocks and the red/gold/green lines for power and circuit wires can be completely hidden by the grid when they line up, which is often the cas...
by sparr
Wed Aug 31, 2022 4:12 pm
Forum: Bug Reports
Topic: [1.1.68] Current signal not preserved in some signal selection dialogs
Replies: 0
Views: 225

[1.1.68] Current signal not preserved in some signal selection dialogs

When selecting a signal, such as for a filter or combinator, the currently/previously/already selected signal should be highlighted, and pressing E or clicking Set should preserve that selection. This is the case in approximately half of places, and I refer to it below as "works". In the o...
by sparr
Mon Aug 29, 2022 7:13 pm
Forum: Modding interface requests
Topic: Mod flag to trigger mod sync dialog on load of save without the mod
Replies: 0
Views: 151

Mod flag to trigger mod sync dialog on load of save without the mod

If I try to load a save that used a mod that I don't have loaded, I'll get prompted to sync mods. That sync dialog will also include disabling mods I have loaded that weren't loaded when the save was created. However, if I have some new mods loaded and load a save without them, that goes through sil...
by sparr
Wed Aug 24, 2022 3:17 pm
Forum: Modding interface requests
Topic: function to set dawn/dusk/morning/evening all at once
Replies: 5
Views: 729

Re: function to set dawn/dusk/morning/evening all at once

As I consider rewriting my mod that changes day/night length over time, I'd really appreciate having this functionality instead of having to work around edge cases.
by sparr
Tue Aug 09, 2022 2:30 pm
Forum: Not a bug
Topic: [1.1.65] Changing rocket silo position doesn't move launching rocket sprite
Replies: 1
Views: 271

[1.1.65] Changing rocket silo position doesn't move launching rocket sprite

If you move a rocket silo (with console commands or mods) while the rocket launch animation is playing, the rocket doesn't move with the silo. Also, for some moves (e.g. moving the silo to the right) the overlap/mask of the sprites glitches and part of the rocket is obscured by part of the silo. Scr...
by sparr
Sun Aug 07, 2022 4:02 pm
Forum: Modding interface requests
Topic: Methods to normalize blueprint entity positions and/or enable snapping at the blueprint size
Replies: 0
Views: 181

Methods to normalize blueprint entity positions and/or enable snapping at the blueprint size

In the GUI I can check "Snap to grid" on a blueprint and the width/height will be calculated automatically while the positions of the entities within the blueprint are shifted to put a corner of the blueprint at the origin. I'd like a way to trigger one or both of these behaviors (or at le...
by sparr
Sat Aug 06, 2022 3:54 am
Forum: Ideas and Suggestions
Topic: Randomize biter spawn location
Replies: 5
Views: 450

Re: Randomize biter spawn location

The exploit is that you can stand northwest of a spawner while shooting it, and be guaranteed to be shooting the biter that spawns and comes at you every time. Or southeast and be sure the biter will have to run around the spawner, giving you more of a head start. And you always know which spawners ...
by sparr
Thu Aug 04, 2022 3:50 pm
Forum: Ideas and Suggestions
Topic: Randomize biter spawn location
Replies: 5
Views: 450

Randomize biter spawn location

Biters always spawn at the northwest corner of the spawner. This feels too predictable and exploitable. It would be nice if they would spawn randomly around the edge of the spawner.
by sparr
Sun Jul 31, 2022 11:44 pm
Forum: Ideas and Requests For Mods
Topic: Burner inserter leech fuel from drop target?
Replies: 0
Views: 185

Burner inserter leech fuel from drop target?

I want burner inserters to take fuel from the assembler/chest/inserter/etc in front of them instead of just the one behind them. I think this feature existed in one of the burner leech mods a few years ago, but I can't find this functionality or an option to enable it in https://mods.factorio.com/mo...
by sparr
Sun Jul 31, 2022 2:49 am
Forum: Resolved Problems and Bugs
Topic: [1.1.34] Mod sorting order by #Downloads count is wrong when using filter
Replies: 6
Views: 1124

Re: [1.1.34] Mod sorting order by #Downloads count is wrong when using filter

Another vote for not not a bug. Search+Sort is mostly useless for my use cases.

Especially weird that sorting by name doesn't work.

Suggestion: When searching, set the sort criterion to null and do the current behavior, but go back to sorting if the user clicks a column header.
by sparr
Sun Jul 31, 2022 12:45 am
Forum: Minor issues
Topic: [0.16.22] Inserters not picking up items from source
Replies: 10
Views: 5718

Re: [0.16.22] Inserters not picking up items from source

This doesn't just apply to curved rails. It seems to apply any time an inserter could have two targets. I wouldn't mind if it was consistently prioritized, but it being dependent on build order doesn't seem reasonable. 0eNqlk9FugzAMRf/Fz8lUKLQdvzJNKAWPRQsJSpxuVcW/z4GpqzbaaprEQ4jte+yb5AR7E3Hw2hJUJ9CN...
by sparr
Thu Jul 28, 2022 10:01 pm
Forum: Ideas and Suggestions
Topic: Support installing mod dependencies without publishing to the portal
Replies: 0
Views: 189

Support installing mod dependencies without publishing to the portal

I made a small mod with a list of dependencies on all the QoL mods I like to play with. However, it seems that the ability to automatically install a dependency list is only available when installing a mod from the portal. I'd like to see a way to do this for locally installed mods as well. Perhaps ...
by sparr
Fri Jun 24, 2022 2:49 pm
Forum: Mod portal Discussion
Topic: Mod Portal Feature Request: show dependency graph
Replies: 0
Views: 264

Mod Portal Feature Request: show dependency graph

Simpler request first... In the mod portal UI I'd like to see the dependency list for a mod, and be able to click through to those other mods. Actual request that prompted this post... I'd like to see all the mods that depend on the one I'm interested in. My use case for this, at this moment, is &qu...

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