Search found 1327 matches

by sparr
Tue Feb 27, 2024 6:08 pm
Forum: General discussion
Topic: Quality level names poll
Replies: 70
Views: 6412

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
by sparr
Tue Feb 27, 2024 6:05 pm
Forum: Ideas and Suggestions
Topic: Train scheduling 2.0
Replies: 6
Views: 360

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...
by sparr
Mon Feb 05, 2024 2:27 am
Forum: Questions, reviews and ratings
Topic: Train Mods Roundup
Replies: 5
Views: 8201

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...
by sparr
Fri Jan 19, 2024 7:10 am
Forum: Ideas and Suggestions
Topic: Make inserter speeds simpler (for 2.0?)
Replies: 3
Views: 311

Re: Make inserter speeds simpler (for 2.0?)

Rseding91 wrote:
Fri Jan 19, 2024 1:24 am
The thing is… inserter speeds don’t have any meaning except “it’s fast enough” or “it’s not so add more inserters.”
Plenty of players like to make ratio-perfect builds where possible. Some of them include inserters in those calculations.
by sparr
Tue Jan 16, 2024 4:23 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 43347

Re: Friday Facts #393 - Putting things on top of other things

Unknow0059 wrote:
Tue Jan 16, 2024 2:39 pm
This 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?
My kingdom for a way to detect when a belt is stopped!
by sparr
Fri Dec 29, 2023 5:33 pm
Forum: Gameplay Help
Topic: Is a train junction parallel multiplexer possible?
Replies: 7
Views: 668

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...
by sparr
Tue Dec 26, 2023 2:20 am
Forum: Documentation Improvement Requests
Topic: Add scenarios to factorio-data git repo
Replies: 0
Views: 194

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 ...
by sparr
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: 607

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?
by sparr
Sat Dec 09, 2023 9:48 pm
Forum: Documentation Improvement Requests
Topic: Indicate unique fields or combinations of fields
Replies: 0
Views: 165

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.
by sparr
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: 607

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...
by sparr
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: 329

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...
by sparr
Sat Nov 11, 2023 2:00 am
Forum: Outdated/Not implemented
Topic: Quality combinators calculate multiple times per tick
Replies: 2
Views: 414

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...
by sparr
Thu Nov 09, 2023 2:10 pm
Forum: Ideas and Suggestions
Topic: Allow rail signals closer together
Replies: 41
Views: 8844

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...
by sparr
Thu Nov 09, 2023 2:09 pm
Forum: Ideas and Suggestions
Topic: Allow rail signals closer together
Replies: 41
Views: 8844

Re: Allow rail signals closer together

factorio_signals_too_close.png
factorio_signals_too_close.png (331.08 KiB) Viewed 211 times
Here we have two signals on the top rail that produce distinct breaks in the rail blocks.

The signals on the middle and bottom rail produce the same breaks, but aren't allowed to be placed on the same rail.
by sparr
Thu Nov 09, 2023 2:05 pm
Forum: Ideas and Suggestions
Topic: Allow rail signals closer together
Replies: 41
Views: 8844

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: 13339

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: 171

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: 930

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: 602

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: 602

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 ...

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