Search found 24 matches

by RockPaperKatana
Wed Feb 26, 2025 4:33 pm
Forum: Releases
Topic: Version 2.0.36
Replies: 15
Views: 5771

Re: Version 2.0.36

protocol_1903 wrote: Wed Feb 26, 2025 4:18 pm
FactorioBot wrote: Wed Feb 26, 2025 2:28 pm Scripting
  • Added LuaSchedule.
  • Added LuaSpacePlatform::get_schedule().
  • Added LuaTrain::get_schedule().
This. Is. Awesome.
Logistic Platform Network mod when
by RockPaperKatana
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]
by RockPaperKatana
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
by RockPaperKatana
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 ...
by RockPaperKatana
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.
by RockPaperKatana
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)

The game does not scale quality with quality on prototypes... it should not exist on?
what
12-07-2024, 16-49-56.png
12-07-2024, 16-49-56.png (24.47 KiB) Viewed 478 times
looks fine to me?
by RockPaperKatana
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
by RockPaperKatana
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.
by RockPaperKatana
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.
by RockPaperKatana
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_mod_0.1.0.zip
(1.53 KiB) Downloaded 27 times
test save:
test-platform.zip
(1.11 MiB) Downloaded 30 times
by RockPaperKatana
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 ...
by RockPaperKatana
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 ...
by RockPaperKatana
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 ...
by RockPaperKatana
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.
by RockPaperKatana
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
by RockPaperKatana
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 ...
by RockPaperKatana
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 ...
by RockPaperKatana
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.
by RockPaperKatana
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 ...

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