Search found 16 matches

by nullvoid
Fri Dec 15, 2023 1:50 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 151
Views: 25349

Re: Friday Facts #389 - Train control improvements

First of, very cool! I'm reminded of Greenspun's 10th Rule (Any sufficiently complex system contains a poorly specified, bug ridden, implementation of half of common lisp) So with that in mind, when do we get pre-conditions for basic schedule stops? I feel like they would be an even better solution ...
by nullvoid
Mon Sep 10, 2018 11:34 am
Forum: Technical Help
Topic: Download CAPTCHA prevents automated downloads
Replies: 16
Views: 7967

Re: Download CAPTCHA prevents automated downloads

Wonderful, Thank you Dev Team :) Do the other Platforms have similar endpoints (And/Or Will be getting)? The original impetus for this topic was for a Linux system. I tried using both the platforms used in the update list API ("core-linux64", etc), and just "linux64-manual" but t...
by nullvoid
Sun Sep 09, 2018 3:20 pm
Forum: Technical Help
Topic: Download CAPTCHA prevents automated downloads
Replies: 16
Views: 7967

Re: Download CAPTCHA prevents automated downloads

That seems promising, but there doesn't appear to be a publicly known way to use this api to download whole versions.

In particular, while get-available-versions reports what the stable version is for each platform, you can't use it with get-download-link like you can for the from/to pairs.
by nullvoid
Sat Jun 09, 2018 4:13 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1005909

Re: [0.16] Sea Block Pack 0.2.8

Compost can be made in the Composter using any organic material. E.G. Brown Algae. The recipes are hidden, but will show up in FNEI if you go into the settings (Gear Wheel Icon on the FNEI Dialog) and check "Show Hidden Recipes"
by nullvoid
Sat Jun 09, 2018 12:55 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1005909

Re: [0.16] Sea Block Pack 0.2.8

Updated whatever mods on the mod list for sea block needed to be updated tonight and now factorio cannot load. It keeps saying difficulty normal change cycle in technology tree detected and lists ore crushing, slag processing, water washing and more. Literally the post above yours says [...] Seablo...
by nullvoid
Thu Jun 07, 2018 10:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.48] Can't click on Ghostimages
Replies: 3
Views: 2062

Re: [0.16.48] Can't click on Ghostimages

You can add Underground pipes to that list. Only the North end is Selectable.
by nullvoid
Sat Apr 28, 2018 7:11 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1005909

Re: [0.16] Sea Block Pack 0.2.7

How do I get chrome? It is needed for processing units, and the only way to get it is from sorting ferrous crystals. These ferrous crystals need ferrous anode sludge, which needs cupric chloride solution (easy to get) and Ferrous essence. Ferrous essence requires ferrous solution, and the only way ...
by nullvoid
Tue Jan 31, 2017 10:48 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91][0.14.21] LuaConstantCombinatorControlBehavior Documentation mismatch / Duplicate Field.
Replies: 3
Views: 1782

[Rseding91][0.14.21] LuaConstantCombinatorControlBehavior Documentation mismatch / Duplicate Field.

In the documentation for LuaConstantCombinatorControlBehavior, it claims that the (R/W) parameters field is a single ConstantCombinatorParameters, which is itself an array of tables. However, it turns out that the parameters field is a table with a single field ALSO called "parameters", wh...
by nullvoid
Fri Dec 30, 2016 2:22 pm
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 34662

Re: Friday Facts #170 - Blueprint library GUI design and redesign

b) I would like to have the possibility to zoom ( and move shown zoom-in ) the blueprint preview. It happens quite often that i just want to change only some parts on a 2k+ items blueprint. Right-clicking them with the given preview becomes close to impossible at some point. d) I know there are mod...
by nullvoid
Fri Oct 14, 2016 9:15 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 114648

Re: Friday Facts #160 - Playtesting

Shift click (ghost placement) should go through trees and rocks as blueprints with shift do. Yes! Also, shift-click train segments should (optionally?) demolish trees and rocks rather than trying to find some sort of convoluted path through them. Does anyone allow trees to get in the way of his/her...
by nullvoid
Fri Jun 13, 2014 9:23 pm
Forum: Implemented mod requests
Topic: KeyBoard and Mouse Events / Custom Bindings
Replies: 0
Views: 2371

KeyBoard and Mouse Events / Custom Bindings

Either add onKeyPress/onKeyDown/onKeyUp events that provide the key that was pressed, and/or supply similar events, but have it so that key is choosable in in the options. e.g. registerHotKey("eventNameHere", "DefaultKey", {"up", "down", "pressed"}),...
by nullvoid
Sun Jun 08, 2014 2:22 pm
Forum: Implemented mod requests
Topic: Add liquids to pipe connectable
Replies: 4
Views: 3934

Re: Add liquids to pipe connectable

shouldn't this go on the fluid box(es) rather than the pipeconnectable itself? (Not that we have access to the fluid box either.)
This would allow proper querying of liquids in things like assemblers as well as plain old pipes.
by nullvoid
Sun Jun 08, 2014 1:36 pm
Forum: Won't implement
Topic: Bigger more dynamic mods with less memory
Replies: 26
Views: 12045

Re: Bigger more dynamic mods with less memory

Food for Thought: This (Interfaces) is similar to making Factorio work on an entity component system, i.e. composition rather than inheritance.

Though it's probably a bit late in the game to switch paradigm like that.
by nullvoid
Wed May 07, 2014 12:38 am
Forum: Mods
Topic: [MOD 0.10.x] Telelogistics v0.2.4
Replies: 91
Views: 51835

Re: [MOD 0.9.x] Telelogistics v0.1.2

Seems like there is another small but annoying bug: When I install the mod all filtert options for the smart inserter are filled with near endless copies of the MK2 and MK3 tele inserter. I'm using the latest version of Factorio. Link . If you know how to fix it please tell me. I made a suggestion ...
by nullvoid
Sat May 03, 2014 10:05 pm
Forum: Implemented Suggestions
Topic: Scroll Bars for overly long lists
Replies: 1
Views: 1733

Scroll Bars for overly long lists

Specifically for filter lists (such as on a smart inserter). This is currently only a problem for those that use mods, and only badly behaved mods at that, but I can see a future where even on vanilla factorio, there are too many items on one tab to fit on the screen. The prompt for me to make this ...

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