Search found 74 matches
- Fri Nov 01, 2024 4:05 am
- Forum: Ideas and Suggestions
- Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
- Replies: 7
- Views: 269
Re: Allow pressing E to confirm number input fields, by dropping support for scientific notation
It's not only about scientific notation, the field also supports functions . https://lua-api.factorio.com/latest/concepts/MathExpression.html abs, log2, sign, max, min. By chance, no function uses the letter E! There's also "The property where the expression is used may provide variables."...
- Tue Oct 29, 2024 10:00 pm
- Forum: Modding interface requests
- Topic: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
- Replies: 7
- Views: 325
Re: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
This also affects the Jetpack mod.
In 2.0, changing controller resets the zoom. Since LuaPlayer::zoom is write-only, we cannot read the original value to reset the zoom back to how it was before the controller change.
In 2.0, changing controller resets the zoom. Since LuaPlayer::zoom is write-only, we cannot read the original value to reset the zoom back to how it was before the controller change.
- Sun Oct 27, 2024 3:32 pm
- Forum: Ideas and Suggestions
- Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
- Replies: 7
- Views: 269
Allow pressing E to confirm number input fields, by dropping support for scientific notation
What? As of 2.0, if you try to confirm a number input field (such as logistic requests count) by pressing e, it will type an e in the field instead. This is because Factorio now supports scientific notation (e.g. 4e3 = 4000) I would like to drop this support to return to the original behavior. Why?...
- Sun Oct 27, 2024 1:04 am
- Forum: Gameplay Help
- Topic: Cannot place Landfill in all water tiles anymore?
- Replies: 15
- Views: 719
Re: Cannot place Landfill in all water tiles anymore?
For some reason this is fixed manually in Space Age:
I guess we can do the same in Alien Biomes.
Code: Select all
table.insert(data.raw.item.landfill.place_as_tile.tile_condition, "water-shallow")
- Sun Oct 27, 2024 12:55 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.10] Prototype viewer doesn't display new field tile_condition
- Replies: 1
- Views: 328
[Rseding91] [2.0.10] Prototype viewer doesn't display new field tile_condition
- Added optional tile_condition to the place_as_tile, which allows to specify explicit list of tiles it can be built over. This new field is not visible in the in-game prototype viewer. Screenshot from 2024-10-26 17-53-48.png vs place_as_tile = { result = "landfill", condition_size = 1, c...
- Sun Oct 27, 2024 12:00 am
- Forum: Gameplay Help
- Topic: Recipe selection with quality
- Replies: 11
- Views: 551
- Sat Oct 26, 2024 10:36 pm
- Forum: Ideas and Suggestions
- Topic: Turbo transport belt researcg VS Logistics 4
- Replies: 5
- Views: 300
Re: Turbo transport belt researcg VS Logistics 4
A small thing in favour of "Logistics N" is that it displays a little digit that shows which belt tier this is, which I find satisfying.
- Sat Oct 26, 2024 8:28 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 7
- Views: 724
Re: Auto-launching of mixed rockets
+1, was going to make my own thread. I don't understand the "you're supposed to automate this with circuits" response, as far as I know that's not possible. Screenshot from 2024-10-26 13-19-48.png I can launch all of this with 1 manual rocket. If I want to automatically launch it, it's goi...
- Sat Oct 26, 2024 8:15 pm
- Forum: Ideas and Suggestions
- Topic: Unintended extra click when setting up recipes due to the "Quality" dropdown.
- Replies: 27
- Views: 1306
Re: Unintended extra click when setting up recipes due to the "Quality" dropdown.
+1 Let a click on a recipe instantly choose that recipe. If I want to change the quality level, I can do it first, through the dropdown or the alt+shift+scroll hotkey. Let the recipe selector UI remember the last quality used instead of defaulting to normal, to reduce even further the number of time...
- Sat Oct 26, 2024 4:54 pm
- Forum: Duplicates
- Topic: [2.0.11] Select Icon Menu doesnt show Items/Recipes with Icons, instead of Icon
- Replies: 2
- Views: 92
Re: [2.0.11] Select Icon Menu doesnt show Items/Recipes with Icons, instead of Icon
I noticed this too, though it seems to be about the number of layers rather than using "icons" specifically.
viewtopic.php?f=7&t=117258
viewtopic.php?f=7&t=117258
- Thu Oct 24, 2024 9:59 pm
- Forum: Duplicates
- Topic: [2.0.10] Icon selector doesn't allow picking icons with multiple layers
- Replies: 1
- Views: 111
[2.0.10] Icon selector doesn't allow picking icons with multiple layers
Reproduction: Download AAI Containers Mod setting "Show the container size number in the icon" is on by default. The steel chest icon has 2 layers, and the logistic chests icons have 3 layers. Open an icon selector (e.g. new space platform button). The steel-chest is not in the list of ico...
- Sun Oct 20, 2024 3:21 pm
- Forum: Not a bug
- Topic: [2.0.6] Turbo transport belts technology name deviates from naming pattern
- Replies: 3
- Views: 267
Re: [2.0.6] Turbo transport belts technology name deviates from naming pattern
It's not an "idea or suggestion" either so what is the best place for it?
- Sun Oct 20, 2024 2:25 am
- Forum: Not a bug
- Topic: [2.0.6] Turbo transport belts technology name deviates from naming pattern
- Replies: 3
- Views: 267
[2.0.6] Turbo transport belts technology name deviates from naming pattern
Logistics -> Logistics 2 -> Logistics 3 -> Turbo transport belts
- Sat Oct 19, 2024 3:33 pm
- Forum: Modding interface requests
- Topic: [2.0.6] Global LuaForce get_*_statistics
- Replies: 2
- Views: 163
Re: [2.0.6] Global LuaForce get_*_statistics
+1 would be useful for Milestones
- Sat Oct 19, 2024 7:20 am
- Forum: Assigned
- Topic: [Pard] [2.0] "Quality probabilities" tip is misleading
- Replies: 1
- Views: 622
[Pard] [2.0] "Quality probabilities" tip is misleading
10-19-2024, 00-03-10.png 1) Because the example chosen is 10%, it could be interpreted that the chance to skip qualities is multiplicative: Q^N, Q being the % base quality chance, and N being the number of steps. In fact the chance to skip to the next level is always 10%. So the formula is actually...
- Sat Aug 03, 2024 3:49 pm
- Forum: Implemented mod requests
- Topic: Separate the 2 functions of "catalyst_amount" into 2 parameters
- Replies: 14
- Views: 2501
Re: Separate the 2 functions of "catalyst_amount" into 2 parameters
It's not a crazy assumption; in the OP I suggested ignored_by_productivity and ignored_by_stats as booleans, and the implementation uses those exact names. Of course since catalyst_amount is also going away, then it would make sense that those 2 new parameters are actually ints or floats, but it's g...
- Fri Aug 02, 2024 12:04 pm
- Forum: Implemented mod requests
- Topic: Separate the 2 functions of "catalyst_amount" into 2 parameters
- Replies: 14
- Views: 2501
- Wed Nov 08, 2023 6:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Passive battery drain while modular armor is unequipped (modded)
- Replies: 3
- Views: 921
Re: [1.1.94] Passive battery drain while modular armor is unequipped (modded)
The thing that made me think this was unintended Factorio behavior is that it's inconsistent with energy generators.
Equipments with passive energy generation in unequipped armors stop producing energy.
But equipments with passive energy drain in unequipped armors continue draining energy.
Equipments with passive energy generation in unequipped armors stop producing energy.
But equipments with passive energy drain in unequipped armors continue draining energy.
- Thu Nov 02, 2023 5:54 pm
- Forum: Modding interface requests
- Topic: Temperature of the fluid for `on_player_flushed_fluid`
- Replies: 2
- Views: 668
Re: Temperature of the fluid for `on_player_flushed_fluid`
Depending on the mod, some fluids are allowed to be flushed, and some fluids are not. So I couldn't restrict the entire permission.
- Tue Oct 17, 2023 1:27 am
- Forum: Modding interface requests
- Topic: Temperature of the fluid for `on_player_flushed_fluid`
- Replies: 2
- Views: 668
Temperature of the fluid for `on_player_flushed_fluid`
What? Simple enough, `on_player_flushed_fluid` returns the name of the fluid that was flushed, and the amount of fluid that was flushed. I would also like to know the temperature of the fluid that was flushed. In the edge case of a single fluid system containing multiple temperatures of the same fl...