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by sparr
Fri Feb 25, 2022 10:34 pm
Forum: Minor issues
Topic: [0.16.22] Inserters not picking up items from source
Replies: 9
Views: 4591

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

Coming here from my duplicate report and adding another voice in opposition to build order dependent behavior here.
by sparr
Fri Feb 25, 2022 6:00 pm
Forum: Modding interface requests
Topic: LuaGuiElement for graphs like production/electricity
Replies: 3
Views: 664

Re: LuaGuiElement for graphs like production/electricity

For anyone who comes here later looking for this feature, here's a mod with some functionality you might be able to use:

https://mods.factorio.com/mod/timeseries
https://mods.factorio.com/mod/timeseries_fixfor110
by sparr
Thu Feb 24, 2022 9:52 pm
Forum: Duplicates
Topic: [1.1.53] Inserter waiting for train doesn't notice when a chest is placed in front of it
Replies: 1
Views: 157

[1.1.53] Inserter waiting for train doesn't notice when a chest is placed in front of it

0eNqNkt1ugzAMRt/F11AVaCjNq1TTxI9FLSUGJaEaQrz7DGxo1Zi0Szv2+Y7kTFCZAXtHHEBPQHXHHvR9Ak8tl2bphbFH0EABLUTApV0qV5KBOQLiBj9AJ/NbBMiBAuG2vxbjOw+2QicD+2bpPdrKELexLesHMcaZcPvOy3LHS+ICLNKTimAErfKTkiCHNa0evkdsYts1g0Ex+JWU7kn14J4yuqoeBORfeIE3JPjtUR0gsx1J7NEF6R3wkm/hQoQPKJf/ip1XTJ6+iqUHSLUjfRBa+wh/QrPN7fYKzZa7rZ...
by sparr
Wed Feb 23, 2022 12:05 am
Forum: Minor issues
Topic: [1.1.53] Undoing removal of a wire connected entity doesn't re-set the correct power pole sprite
Replies: 1
Views: 306

[1.1.53] Undoing removal of a wire connected entity doesn't re-set the correct power pole sprite

1. Build a medium power pole (A) 2. Build another (B) to the right of it. A's sprite changes to account for the newly connected wire direction, good. 3. Deconstruct B. A's sprite changes back to the original, good. 4. Undo the deconstruction of B. A's sprite should change as in step 2 but does not, ...
by sparr
Tue Feb 22, 2022 8:12 pm
Forum: Minor issues
Topic: [1.1.53] Circuit entities receive their own sent signals twice when using both wires
Replies: 1
Views: 272

[1.1.53] Circuit entities receive their own sent signals twice when using both wires

Set a train station to send train count on signal C, and enable on C<2. The station will run just fine, until you connect a second color of wire to it. Doesn't matter where the wires go or what else they do. As soon as the station outputs C=1 on both wires it will receive C=1+1 and disable itself. T...
by sparr
Wed Feb 16, 2022 5:23 am
Forum: Bug Reports
Topic: [1.1.53] Off-center collision box allows rotation into colliding orientation
Replies: 0
Views: 248

[1.1.53] Off-center collision box allows rotation into colliding orientation

local entity = table.deepcopy(data.raw["constant-combinator"]["constant-combinator"]) entity.name = "turntable" entity.collision_box = {{0.0, 0.0}, {1.5, 1.5}} data:extend({entity}) This entity has an off-center collision box. If you place it and rotate it such that th...
by sparr
Wed Feb 16, 2022 5:22 am
Forum: Resolved Problems and Bugs
Topic: [1.1.53] Off-center collision box misbehavior when rotating entity
Replies: 2
Views: 714

[1.1.53] Off-center collision box misbehavior when rotating entity

local entity = table.deepcopy(data.raw["constant-combinator"]["constant-combinator"]) entity.name = "turntable" entity.collision_box = {{0.0, 0.0}, {1.5, 1.5}} data:extend({entity}) This entity has an off-center collision box. Sadly I couldn't make it farther off cente...
by sparr
Wed Feb 16, 2022 4:36 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 145
Views: 33111

Re: 3 and 4 way intersections

they both have the same size, but a wildly different footprint. If we include a size based score, all the square shaped junctions would rank at the top, even though the second shape can often be more "space efficient" as it only uses low value space along the straights. Bounding rectangle...
by sparr
Thu Feb 10, 2022 1:11 pm
Forum: Won't implement
Topic: Curved rail collision box
Replies: 0
Views: 205

Curved rail collision box

I would like to be able to modify the collision boxes for the curved rail (or a custom third rail type, actually). Could they be exposed in the data rather than the dummy 4x4 box there now? { type = "curved-rail", name = "curved-rail", collision_box = {{-2, -2}, {2, 2}}, -- has c...
by sparr
Wed Feb 09, 2022 10:53 pm
Forum: Bug Reports
Topic: [1.1.53] Wider wire sprites do not affect vertical wires
Replies: 0
Views: 259

[1.1.53] Wider wire sprites do not affect vertical wires

https://mods.factorio.com/mod/ThickerLines is a mod that makes the wire sprites thicker/wider/bulkier so they are more visible. It works great, except for vertical wires which stubbornly remain 1 pixel wide. Example: Screenshot_2022-02-09_17-51-40.png Suggested fix: For wires closer to vertical than...
by sparr
Wed Feb 09, 2022 6:46 pm
Forum: Questions, reviews and ratings
Topic: Train Mods Roundup
Replies: 1
Views: 246

Train Mods Roundup

Trains in vanilla Factorio are quite useful, especially since the train limit feature was introduced. There are, however, some areas in which they fall short. Dealing with many trains can be tedious in the default UI. Sometimes you want or need smarter control over train behavior, especially when pl...
by sparr
Mon Feb 07, 2022 5:40 pm
Forum: Ideas and Suggestions
Topic: Train station skipping conditions
Replies: 143
Views: 43884

Re: Train station skipping conditions

https://mods.factorio.com/mod/TrainSkipFulfilledStation
https://mods.factorio.com/mod/BetterTrainBehavior
seem to do most of what I originally requested here, with every train skipping stations whose conditions are already met.
by sparr
Fri Jan 28, 2022 5:37 pm
Forum: Implemented mod requests
Topic: Add fluid system number read to LuaFluidBox
Replies: 6
Views: 765

Re: Add fluid system number read to LuaFluidBox

Raiguard wrote:
Fri Jan 28, 2022 1:12 am
my Pipe Visualizer mod.
You, sir, are a terrible tease.
by sparr
Wed Jan 19, 2022 10:39 pm
Forum: Ideas and Suggestions
Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
Replies: 21
Views: 1163

Mod grouping by author or "pack"

I would like to be able to collapse my mod list into groups by author or keyword or category or perhaps even a new metadata field to identify mod packs. I find it takes a lot of time to find mods I want to enable or disable or check on in a long list, but the list could be much shorter if I could co...
by sparr
Mon Jan 17, 2022 9:53 pm
Forum: Mod portal Discussion
Topic: The mod portal was a nice experiment... end it please?
Replies: 74
Views: 24138

Re: The mod portal was a nice experiment... end it please?

The nice thing about the mod portal is that you've got something like a mini-forum for each mod, where announcements, questions, bug reports etc. The terrible thing about the mod portal is that you've got something like a mini-forum, and the devs need to reinvent every single forum-related wheel or...
by sparr
Mon Jan 17, 2022 6:25 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 145
Views: 33111

Re: 3 and 4 way intersections

I'd like to see some standardized labeling in the main list to differentiate between intersections where each incoming rail can or can't get to each outgoing rail. At the moment we only include intersection where every incoming lane can go to every direction. But do you mean lanechangers or not? On...
by sparr
Mon Jan 17, 2022 7:04 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 145
Views: 33111

Re: 3 and 4 way intersections

I'd like to see some standardized labeling in the main list to differentiate between intersections where each incoming rail can or can't get to each outgoing rail.
by sparr
Tue Jan 11, 2022 1:38 am
Forum: Technical Help
Topic: Why do my lab tiles have noise in the texture?
Replies: 6
Views: 606

Re: Why do my lab tiles have noise in the texture?

So even if I'm using 32-bit color, there's probably still some 16-bit conversion going on during texture compression?
by sparr
Sun Jan 09, 2022 5:24 pm
Forum: Technical Help
Topic: Why do my lab tiles have noise in the texture?
Replies: 6
Views: 606

Re: Why do my lab tiles have noise in the texture?

Based on a screenshot from someone on Discord, the #303030 -> #313031 problem seems to happen across OSes and video card brands. That points me at least a little back in the direction of a Factorio bug?
by sparr
Sun Jan 09, 2022 5:00 pm
Forum: Technical Help
Topic: Why do my lab tiles have noise in the texture?
Replies: 6
Views: 606

Re: Why do my lab tiles have noise in the texture?

Thanks! It was 16 bit color mode. And this prompts further concern. The actual tile graphics are colors #303030 and #1b1b1b. In full color mode, in-game, they render as #313031 and #1b1b1b, so the brighter one is already wonky right there and I'd like to know why. Then in 16-bit mode, I guess I can ...

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