Search found 356 matches

by PyroFire
Wed Nov 04, 2020 1:45 pm
Forum: Mods
Topic: [MOD 0.17 - 2.0] Picklocks Inserter block detacher
Replies: 21
Views: 7446

Re: [MOD 0.17 - 1.0] Picklocks Inserter

stuff My guess is your cleaning loop isn't happening in a predictable order. I.e. you're using a local variable instead of a global to save/pause/resume the inserter scanner at different "positions" in the table, thus resulting in a desync when items are removed from different inserters f...
by PyroFire
Wed Nov 04, 2020 1:23 pm
Forum: Not a bug
Topic: [1.0.0] "Overlapping" UI hovering bug
Replies: 2
Views: 1495

Re: [1.0.0] "Overlapping" UI hovering bug

boskid wrote: Wed Nov 04, 2020 1:07 pm
Found another ui bug. (spidertron/vehicle grid)


*Edit: Oh I see it, it adds text to the bottom so it resizes, pfff lol working as intended. 10/10
by PyroFire
Wed Nov 04, 2020 12:49 pm
Forum: Not a bug
Topic: [1.0.0] "Overlapping" UI hovering bug
Replies: 2
Views: 1495

[1.0.0] "Overlapping" UI hovering bug

The warning signal appears to overlap gui layers beneath it without visibly overlapping. Seems like bug.

by PyroFire
Wed Nov 04, 2020 12:38 pm
Forum: Duplicates
Topic: Artillery + spiderbot = crash
Replies: 1
Views: 874

Artillery + spiderbot = crash

Step 1. (data.lua) artillery=table.deepcopy(data.raw.gun["artillery-wagon-cannon"]) artillery.name="lol" data:extend{artillery} table.insert(data.raw["spider-vehicle"].spidertron.guns,artillery.name) Step 2. Factorio crashed. Generating symbolized stacktrace, please wai...
by PyroFire
Thu Aug 27, 2020 2:12 pm
Forum: Ideas and Suggestions
Topic: Be able to copy buildings the player does not have, but manned spidertron has
Replies: 1
Views: 1014

Re: Be able to copy buildings the player does not have, but manned spidertron has

I don't fully understand what you're suggesting, but i think it's about how a spidertron may be far away with a t3 assembling machine, but your character doesn't have any so you can't use the normal ghost placement thing to order the spidertron to build things. About all i can suggest is try the blu...
by PyroFire
Thu Aug 27, 2020 11:37 am
Forum: Ideas and Suggestions
Topic: Feature request: Allow one-time orders from logistic network
Replies: 29
Views: 11457

Re: Feature request: Allow one-time orders from logistic network

Perhaps this could instead be achieved by using requester/buffer chests for the items you want to one-time-order.
by PyroFire
Thu Aug 27, 2020 9:57 am
Forum: Modding interface requests
Topic: Spider-vehicle surface teleport
Replies: 5
Views: 2018

Re: Spider-vehicle surface teleport

Figured as much. It's brand new! Amazing addition, really changes the end game. For the moment i just boot players out of their spiderbot and clone like a regular entity which works reasonably. I could do some tracking to find the cloned bot and re-insert the player but, with spiderbots being a vehi...
by PyroFire
Thu Aug 27, 2020 9:48 am
Forum: Outdated/Not implemented
Topic: Robots should self destruct if no power for too long
Replies: 14
Views: 4789

Re: Robots should self destruct if no power for too long

All great thoughts, but, particularly with the spiderbots being added with remote control while being allowed their own mobile roboports, the rate of repeat occurrence of this situation is dramatically higher than it used to be. I agree that destruction may not be the best solution. I like the idea ...
by PyroFire
Wed Aug 26, 2020 2:52 pm
Forum: Ideas and Suggestions
Topic: Tab to focus numeric textfield selects the text
Replies: 25
Views: 6422

Re: 1.0 Using "Tab" to go from X: field to Y field in blueprint window does not select/mark the Y: value

5thHorseman wrote: Fri Aug 21, 2020 8:04 am I suggested this a while ago in Suggestions and expected 1000 +1's

I got 2.
Because it's a terrible idea.

Ever tried double click?
by PyroFire
Wed Aug 26, 2020 2:45 pm
Forum: Outdated/Not implemented
Topic: Robots should self destruct if no power for too long
Replies: 14
Views: 4789

Re: Robots should self destruct if no power for too long

robots, particularly player construction robots, should self destruct if they are left flying without power for too long. Please dear God, no. Care to add anything useful to the discussion? Perhaps you missed the part where To prevent random construction bots that were accidentally abandoned on the...
by PyroFire
Tue Aug 25, 2020 1:55 pm
Forum: Outdated/Not implemented
Topic: Robots should self destruct if no power for too long
Replies: 14
Views: 4789

Robots should self destruct if no power for too long

To prevent random construction bots that were accidentally abandoned on the other side of the map consuming a players construction bot capacity leaving them wondering why their roboports aren't working, robots, particularly player construction robots, should self destruct if they are left flying wit...
by PyroFire
Tue Aug 25, 2020 12:51 pm
Forum: Ideas and Suggestions
Topic: Heat Pipe Fluids
Replies: 8
Views: 3386

Re: Heat Pipe Fluids

I'm suggesting add more uses. I think steam is a good option to use heat in recipes. Practically speaking, there isn't much difference between using say, kinetic-heatpipes, or having a fluid named "kinetic energy" run through fluid pipes, except for (the point of this suggestion) the medi...
by PyroFire
Tue Aug 25, 2020 12:49 pm
Forum: Modding interface requests
Topic: Spider-vehicle surface teleport
Replies: 5
Views: 2018

Spider-vehicle surface teleport

Cars can be teleported between surfaces (because they can contain players), but the spidertron cannot.

.. Why?
by PyroFire
Fri May 22, 2020 3:26 pm
Forum: Modding help
Topic: A list of questions I'm unsure about for my mod.
Replies: 6
Views: 2328

Re: A list of questions I'm unsure about for my mod.

2. Could someone make it so that enemies will only spawn more frequently and not also upgrade/spawn larger types of enemies as evolution scale increases? Could also the number of units per spawn interval also be increased similarly? game.map_settings.* has more options to change biter behavior duri...
by PyroFire
Fri May 22, 2020 3:21 pm
Forum: Ideas and Suggestions
Topic: Heat Pipe Fluids
Replies: 8
Views: 3386

Re: Heat Pipe Fluids

JimBarracus wrote: Mon May 18, 2020 5:57 am The range is limited and there is only one use.
I'm suggesting add more uses.
by PyroFire
Sat May 16, 2020 7:56 am
Forum: Ideas and Suggestions
Topic: Heat Pipe Fluids
Replies: 8
Views: 3386

Re: Heat Pipe Fluids

recipes requiering heated fluids seems promising.... E.g. Solar-Thermal arrays..... Compared to that, heat from nuclear would be „produced“ in great quantity, but beeing mostly too hot. Balancing it by the requirement of space consuming long heat pipes or some sort of cooling tower. recipes requiri...
by PyroFire
Fri May 15, 2020 12:08 pm
Forum: General discussion
Topic: [0.18] There is No Spoon
Replies: 14
Views: 6864

Re: [0.18] There is No Spoon

I did it on default settings using save states with 2 hours to spare.

Ez
by PyroFire
Fri May 15, 2020 11:36 am
Forum: Ideas and Suggestions
Topic: Heat Pipe Fluids
Replies: 8
Views: 3386

Heat Pipe Fluids

Basically, there are only two mediums a resource tends to take in terms of logistics and transportation around the factory excluding electricity. Either it's on a belt, or it's in a pipe. Heat pipes could be considered a third medium, but it does a very poor job of it - its only purpose being to tra...
by PyroFire
Fri May 15, 2020 11:04 am
Forum: Won't fix.
Topic: [0.18.24] Character shadow drawing under corpses
Replies: 1
Views: 1151

[0.18.24] Character shadow drawing under corpses

Character looks strange without the shadow on top of bodies, why is the shadow underneath them?

by PyroFire
Fri May 15, 2020 7:20 am
Forum: Modding help
Topic: Assembler with burnt result
Replies: 3
Views: 2019

Re: Assembler with burnt result

Sounds like a bug.

Could you provide a prototype to test?
Saves me having to write them up.

Also what about filter inserters?

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