Logistic Platform Network mod whenprotocol_1903 wrote: Wed Feb 26, 2025 4:18 pmThis. Is. Awesome.FactorioBot wrote: Wed Feb 26, 2025 2:28 pm Scripting
- Added LuaSchedule.
- Added LuaSpacePlatform::get_schedule().
- Added LuaTrain::get_schedule().
Search found 24 matches
- Wed Feb 26, 2025 4:33 pm
- Forum: Releases
- Topic: Version 2.0.36
- Replies: 15
- Views: 5771
Re: Version 2.0.36
- Tue Dec 10, 2024 10:32 pm
- Forum: General discussion
- Topic: Quality and Speed: How much waste does haste make?
- Replies: 66
- Views: 7711
Re: Quality and Speed: How much waste does haste make?
[Moderated by Koub : Off Topic]
- Tue Dec 10, 2024 9:46 pm
- Forum: Duplicates
- Topic: ThrusterPrototype Crash bug
- Replies: 2
- Views: 198
Re: ThrusterPrototype Crash bug
it's fixed already in 2.0.24: 123284
- Mon Dec 09, 2024 2:58 am
- Forum: General discussion
- Topic: Quality and Speed: How much waste does haste make?
- Replies: 66
- Views: 7711
Re: Quality and Speed: How much waste does haste make?
https://i.imgur.com/5qX2rPY.png
Which of these three setups produces the most legendary plastic per second?
None of the above.
I built models to see what a single plant could actually do. Based off 3 scenarios:
Plastic with no beacons and quality.
Plastic with 1 beacon and quality ...
- Sat Dec 07, 2024 8:54 am
- Forum: General discussion
- Topic: Quality and Speed: How much waste does haste make?
- Replies: 66
- Views: 7711
Re: Quality and Speed: How much waste does haste make?
Just a suggestion, don't block everyone who told you you are wrong. Your hostility means nobody cares about your opinion and nobody wants to spend any effort to give you counterexamples, even though it's so simple and obvious.
- Sat Dec 07, 2024 8:50 am
- Forum: Not a bug
- Topic: [2.0.23] Adjusting quality/speed values via mods breaks scaling completely (lol)
- Replies: 4
- Views: 533
Re: [2.0.23] Adjusting quality/speed values via mods breaks scaling completely (lol)
what looks fine to me?The game does not scale quality with quality on prototypes... it should not exist on?
- Thu Dec 05, 2024 1:00 pm
- Forum: Not a bug
- Topic: [2.0.23] Spawners don't animate in remote view
- Replies: 4
- Views: 334
Re: [2.0.23] Spawners don't animate in remote view
Since the current frame of the animation is a game state instead of being visual only I don't think this would be trivial to fix without causing performance problems, the non-animated ones are in "sleep" state to save processing power
- Wed Dec 04, 2024 11:45 am
- Forum: Modding interface requests
- Topic: Make platform.destroy_asteroid_chunks() return how many chunks are destroyed
- Replies: 1
- Views: 195
Make platform.destroy_asteroid_chunks() return how many chunks are destroyed
Currently the only way to access this information is by calling find_asteroid_chunks_filtered() and count the table size before calling destroy_asteroid_chunks(), which is not performance-friendly.
- Tue Dec 03, 2024 8:15 am
- Forum: Won't fix.
- Topic: [2.0.23] Items doesn't trigger spoil effect if spoiled during crafting
- Replies: 3
- Views: 693
Re: [2.0.23] Items doesn't trigger spoil effect if spoiled during crafting
I know this bug is somewhat obscure but a mod I'm making depends on the instant spoil trigger of an item, hope this can be fixed.
- Tue Dec 03, 2024 8:04 am
- Forum: Won't fix.
- Topic: [2.0.23] Items doesn't trigger spoil effect if spoiled during crafting
- Replies: 3
- Views: 693
Re: [2.0.23] Items doesn't trigger spoil effect if spoiled during crafting
test mod:
test save:
- Tue Dec 03, 2024 8:00 am
- Forum: Won't fix.
- Topic: [2.0.23] Items doesn't trigger spoil effect if spoiled during crafting
- Replies: 3
- Views: 693
[2.0.23] Items doesn't trigger spoil effect if spoiled during crafting
If an item with spoilable results is spoiled before crafting finishes, its trigger effect won't trigger.
How to reproduce:
1. Add a mod with following code in data.lua:
data.raw.item["captive-biter-spawner"].spoil_ticks = 1
data.raw.capsule["jelly"].spoil_ticks = 1
2. Build a infinity chest ...
How to reproduce:
1. Add a mod with following code in data.lua:
data.raw.item["captive-biter-spawner"].spoil_ticks = 1
data.raw.capsule["jelly"].spoil_ticks = 1
2. Build a infinity chest ...
- Fri Nov 29, 2024 3:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.23] Crash when thruster plume is nil (SpacePlatform::draw)
- Replies: 2
- Views: 1005
Re: [posila] [2.0.23] Crash when thruster plume is nil (SpacePlatform::draw)
29 minutes, that's one speedy fix
- Fri Nov 29, 2024 2:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.23] Crash when thruster plume is nil (SpacePlatform::draw)
- Replies: 2
- Views: 1005
[posila] [2.0.23] Crash when thruster plume is nil (SpacePlatform::draw)
How to reproduce:
1. Create an empty mod and add data.raw.thruster.thruster.plumes = nil
2. Place down a thruster in space
3. Game crashes.
Log:
287.322 Error CrashHandler.cpp:503: Exception Code: c0000005, Address: 0x00007ff712d809cf
ModuleBase: 0x00007ff711fa0000, ImageSize: 02857000 ...
1. Create an empty mod and add data.raw.thruster.thruster.plumes = nil
2. Place down a thruster in space
3. Game crashes.
Log:
287.322 Error CrashHandler.cpp:503: Exception Code: c0000005, Address: 0x00007ff712d809cf
ModuleBase: 0x00007ff711fa0000, ImageSize: 02857000 ...
- Wed Nov 27, 2024 9:24 pm
- Forum: Balancing
- Topic: Promethium science is too easy to cheese
- Replies: 72
- Views: 10959
Re: Promethium science is too easy to cheese
If I were to balance it, I will:
Make biter eggs spoil in one hour instead of 30 minutes.
Make promethium spoil in 30 minutes, and when it spoils, it triggers an explosion just strong enough to destroy transport belts.
This ensures egg speedrun would become the main strat, but you still go greedy ...
Make biter eggs spoil in one hour instead of 30 minutes.
Make promethium spoil in 30 minutes, and when it spoils, it triggers an explosion just strong enough to destroy transport belts.
This ensures egg speedrun would become the main strat, but you still go greedy ...
- Mon Nov 25, 2024 2:06 pm
- Forum: Ideas and Suggestions
- Topic: Set requests for space platform hub via circuit signals
- Replies: 13
- Views: 5641
Re: Set requests for space platform hub via circuit signals
This would be useful for promethium science platforms, where it only requests biter eggs when it's about to depart.
- Fri Nov 22, 2024 10:27 am
- Forum: Assigned
- Topic: [Lou][2.0.9] Gun turret cannot be rotated
- Replies: 9
- Views: 1033
Re: [Lou][2.0.9] Gun turret cannot be rotated
There are also some inconsistencies in this, as artillery cannons can be rotated manually. Tested on 2.0.21
- Sat Nov 02, 2024 3:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.9] Pipette on quality concrete/brick item in assembler gives normal item ghost
- Replies: 15
- Views: 2575
Re: [2.0.9] Pipette on quality concrete/brick item in assembler gives normal item ghost
Same on inserting modules with the Remote View & Q-picking.
i think this is something slightly different than the original post, in your video you are pipetting the left pannel, this never gives quality item ghosth ( which is annoying) but make sense in that when you pipetting it from the ...
- Sat Nov 02, 2024 1:03 pm
- Forum: Minor issues
- Topic: [2.0.14] Highlighting in spaceship hubs/landing pads isn't updated when its content changes
- Replies: 2
- Views: 346
[2.0.14] Highlighting in spaceship hubs/landing pads isn't updated when its content changes
11-02-2024, 20-58-13.png
11-02-2024, 21-00-09.png
Steps to reproduce:
1. Remove some items from a hub/pad, to cause requests to change its content in step 3
2. Hover over a request to highlight it in the hub/pad's inventory
3. Wait for some of its items to change
4. The position of the ...
11-02-2024, 21-00-09.png
Steps to reproduce:
1. Remove some items from a hub/pad, to cause requests to change its content in step 3
2. Hover over a request to highlight it in the hub/pad's inventory
3. Wait for some of its items to change
4. The position of the ...
- Sat Nov 02, 2024 4:55 am
- Forum: Not a bug
- Topic: [2.0.13] Ghost Medium Powers Poles Transfering Power on Space Platform
- Replies: 2
- Views: 464
Re: [2.0.13] Ghost Medium Powers Poles Transfering Power on Space Platform
You don't need any power poles on space platforms, power are distributed via the platform tiles.
- Sat Nov 02, 2024 3:16 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.14] Using pipette tool on ghost cursor selection always selects normal quality
- Replies: 1
- Views: 1308
[StrangePan][2.0.14] Using pipette tool on ghost cursor selection always selects normal quality
https://forums.factorio.com/download/file.php?id=85623
(Video not mine, it's from https://forums.factorio.com/viewtopic.php?f=7&t=116952)
Steps to reproduce:
1. Open "ghost cursor selection" screen
2. Change the bottom left "Quality" to something other than normal
3. Use Pipette (Q by default) on ...
(Video not mine, it's from https://forums.factorio.com/viewtopic.php?f=7&t=116952)
Steps to reproduce:
1. Open "ghost cursor selection" screen
2. Change the bottom left "Quality" to something other than normal
3. Use Pipette (Q by default) on ...