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by GotLag
Sun Nov 01, 2020 11:59 am
Forum: Won't implement
Topic: [1.0.0] Recipe properties don't propagate to normal and expensive
Replies: 2
Views: 200

[1.0.0] Recipe properties don't propagate to normal and expensive

If you set a property on a recipe which has normal and expensive modes, that property does not apply to those modes. For example, the following has no effect in-game except to show that the recipe has been modded: data.raw.recipe["burner-mining-drill"].hidden = true To actually hide the recipe, the ...
by GotLag
Thu Sep 03, 2020 12:29 pm
Forum: Not a bug
Topic: [1.0] [minor] Mining drill working light wrong colour
Replies: 1
Views: 129

[1.0] [minor] Mining drill working light wrong colour

The mining drill status light glows white when the mine is working, with a larger radius than the other status lights. In-game picture at night: https://i.imgur.com/FZVC9MT.png According to the light settings in demo-mining-drill.lua the working light should be green: function electric_mining_drill_...
by GotLag
Sun Aug 30, 2020 4:34 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.0.0] - Nuke crater not in centre of blasted ground
Replies: 1
Views: 312

[Rseding91] [1.0.0] - Nuke crater not in centre of blasted ground

This is a minor aesthetic concern, not a major bug. The crater left after a nuke blast consistently looks like it's too far south compared to the blackened ground around it. The centre of the crater floor is located at the nuke impact point but the crater has a visual illusion of depth, so the sprit...
by GotLag
Sat Mar 07, 2020 1:14 pm
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 49
Views: 4531

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

There's no reason to increase the wire reach just because the chunk size is 32. It has no gameplay advantage of disadvantage to be 32 vs 30. If nobody ever told you chunk size was 32x32 then you wouldn't even know it was a thing. Just ignore the fact chunks exist and build as you want. It doesn't c...
by GotLag
Fri Mar 06, 2020 11:49 pm
Forum: Ideas and Suggestions
Topic: Button to graphs to same scale on production GUI
Replies: 1
Views: 109

Button to graphs to same scale on production GUI

I don't know about anyone else but I'l find it much more intuitive on item production/consumption graphs if both sides had the same vertical scale, so I could more easily visually compare the two. Some kind of button between the graph panes to toggle displaying both of them at the same scale would b...
by GotLag
Fri Mar 06, 2020 11:40 pm
Forum: Ideas and Suggestions
Topic: Doodads and plants over concrete floors :(
Replies: 16
Views: 952

Re: Doodads and plants over concrete floors :(

On a related note, anyone else not like the (new) uneven texture for concrete? (The old one looks smoother.) The current bumpy concrete texture should really be used for brick flooring. Not to mention concrete flooring in real life is just smooth. Just google "concrete flooring" if you don't believ...
by GotLag
Sat Feb 29, 2020 7:37 am
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.18.9] Refineries do not support backer names despite prototype
Replies: 2
Views: 583

[Rseding] [0.18.9] Refineries do not support backer names despite prototype

Oil refineries don't show backer names, and supports_backer_name() returns false when run against them in-game. However, the prototype for oil-refinery shows has_backer_name set to true As per the prototype documentation, has_backer_name is a supported property of type assembling-machine, so either ...
by GotLag
Sun Feb 09, 2020 1:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.4] Crash loading map after removing fluid recipes with indexes: "Fluid not compatible with this fluidbox's filter"
Replies: 3
Views: 760

Re: [0.18.4] Crash loading map after removing fluid recipes with indexes: "Fluid not compatible with this fluidbox's fil

Here's a better demonstration map: Fluid Crash Demo.zip Here's a modified version of MMOTO that successfully loads without crashing: MMOTO_1.0.1.zip The refinery is using the recipe advanced-oil-processing-mmoto-both The chemical plant is using heavy-oil-cracking-mmoto-in The zip of MMOTO 1.0.1 abov...
by GotLag
Sat Feb 08, 2020 11:48 am
Forum: Resolved Problems and Bugs
Topic: [0.18.4] Crash loading map after removing fluid recipes with indexes: "Fluid not compatible with this fluidbox's filter"
Replies: 3
Views: 760

[0.18.4] Crash loading map after removing fluid recipes with indexes: "Fluid not compatible with this fluidbox's filter"

I have a mod, MMOTO , which adds mirrored versions of oil processing and chemistry recipes. MMOTO modifies the base game oil and chemistry recipes, by finding all recipes with 2 or more fluid inputs, and explicitly setting the fluidbox_index on each input. It does the same with outputs. It then crea...
by GotLag
Fri Nov 08, 2019 11:51 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.76] Bots sometimes leave tiles on the ground
Replies: 1
Views: 334

[Rseding91] [0.17.76] Bots sometimes leave tiles on the ground

Bots with a capacity greater than one will now place more than one tile per trip. If they are replacing more than one type of tile on that one trip, they will only be able to carry back the first tile type they pick up. To replicate, place a 2x2 checker-board pattern of stone and concrete, then shif...
by GotLag
Sat Oct 26, 2019 9:35 am
Forum: Ideas and Suggestions
Topic: [0.17] Link Production and Consumption scaling graphs
Replies: 3
Views: 364

Option/button to display production/consumption graphs at same scale

As per the thread title, it would be nice to have an interface setting or UI button to have power and item production and consumption graphs display on the same Y scale.

Particularly for items, this would make it easier to see at a glance how production and consumption for a particular item compare.
by GotLag
Sat Oct 26, 2019 9:23 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 186
Views: 22102

Construction bots from personal roboports should build closest first

The bot tile placement improvements in the latest FFF are interesting, but for placing entities I think it would help a lot of bots originating from a personal roboport prioritised construction based on distance. It would make placing rail tracks from a train much quicker, and would allow players to...
by GotLag
Tue Apr 09, 2019 12:35 am
Forum: Resolved Problems and Bugs
Topic: [0.17.14] Recipes with more than one instance of the same ingredient
Replies: 34
Views: 5192

Re: [0.17.14] Recipes with more than one instance of the same ingredient

Also because it's frankly a relatively minor issue that only affects one or two mods.
by GotLag
Sat Apr 06, 2019 11:05 am
Forum: Resolved Problems and Bugs
Topic: [0.17.14] Recipes with more than one instance of the same ingredient
Replies: 34
Views: 5192

Re: [0.17.14] Recipes with more than one instance of the same ingredient

Rseding already said that duplicate products will be allowed again in the next version. I really dont want to stress or anything. But with this change my whole mod pack is not working anymore, i need to disable bio processing and other mods relay on it. Cant you push a quick update to correct this?...
by GotLag
Tue Mar 26, 2019 4:45 pm
Forum: Modding interface requests
Topic: Add a "blueprint as" property
Replies: 4
Views: 328

Re: Add a "blueprint as" property

Okay, that also works with copy-paste if you use events.on_player_setup_blueprint and make the appropriate checks, thanks.

Still, the entities/tiles need to have (hidden, non-craftable) items defined to place them for them to be selectable for blueprints/copying
by GotLag
Tue Mar 26, 2019 4:07 pm
Forum: Modding interface requests
Topic: Add a "blueprint as" property
Replies: 4
Views: 328

Re: Add a "blueprint as" property

I seem to be missing something because I can't work out where to find/replace in that situation. All that event gives me is the player index, and I don't see anything in the LuaPlayer API that is useful here.
by GotLag
Tue Mar 26, 2019 2:22 pm
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 93
Views: 8478

Re: Removing fluid temperature - thoughts?

I can't think of any application that needs fluid temperature. Even a mod like my old Reactors didn't need fluid temperature - if I made it again today I would be outputting steam instead of heated water, and I could just as easily adjust the amount of high-temperature steam produced as its temperat...
by GotLag
Tue Mar 26, 2019 12:19 pm
Forum: Modding interface requests
Topic: Add a "blueprint as" property
Replies: 4
Views: 328

Add a "blueprint as" property

Is it feasible to add a field to prototypes to allow that entity/tile to be replaced with another entity/tile in blueprints? There are times when a mod needs to swap out an entity at some point after it's built, and this currently breaks blueprints made after that swap. Three example uses: Make all ...
by GotLag
Thu Mar 21, 2019 1:47 pm
Forum: Ideas and Suggestions
Topic: Minor graphical suggestion: landfill sprite change
Replies: 2
Views: 260

Minor graphical suggestion: landfill sprite change

I'd like to suggest that the landfill tile takes its appearance from, say, dirt-3 instead of grass-1. Having landfilled tiles look like muddy dirt instead of pristine grass seems a lot more fitting. Am I correct in thinking that the use of grass-1 is a holdover from when grass was the only tile allo...
by GotLag
Mon Mar 18, 2019 12:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.14] Autosaving with autosave interval set to "Never"
Replies: 5
Views: 372

Re: [0.17.14] Autosaving with autosave interval set to "Never"

Oh, sorry, I didn't clarify. I did not save any changes.

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