
Search found 87 matches
- Sun Dec 29, 2024 11:51 pm
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 32
- Views: 5403
Re: Add setting to hide unresearched items/recipes in factoriopdia
Yep, this would be very good to have. 

- Wed Oct 23, 2024 9:01 am
- Forum: Modding interface requests
- Topic: [2.0.8] make ::on_save serialization errors more verbose
- Replies: 4
- Views: 616
[2.0.8] make ::on_save serialization errors more verbose
Right now, according to Therenas, there is not much more useful information provided by this error, so on his suggestion i'm requesting a change to the error to be a bit more verbose.
Code: Select all
Error while running event YARM::on_save()
Cannot serialise lua functions
- Sat Sep 28, 2024 4:33 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 84620
Re: Friday Facts #430 - Drowning in Fluids
this is a very good postKoub wrote: Fri Sep 27, 2024 6:31 pm I find a little disturbing that these two contraptions are equivalentsorry for the big zoomed out pictureI'd have preferred a number of pipe+tank entities instead of an area (or maybe I missed something crucial).
- Sat Sep 28, 2024 4:25 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 84620
Re: Friday Facts #430 - Drowning in Fluids
This Is going to make huge defense walls with flamethrower turrets much more expensive to run and set up.
Good. Flamethrowers have been extremely OP for years so I think making them more difficult is nothing but a good thing.
That's a good and valid sentiment, but making them more ...
- Fri Sep 27, 2024 11:37 am
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 84620
Re: Friday Facts #430 - Drowning in Fluids
Honestly the extents thing sounds like it will be really annoying for bigger bases.
It may be a change aimed at long distance pipes and trains, but when building a base in a mod with a lot of different fluids and big bases, it means that low-throughput utility fluids suddenly need double-pump ...
It may be a change aimed at long distance pipes and trains, but when building a base in a mod with a lot of different fluids and big bases, it means that low-throughput utility fluids suddenly need double-pump ...
- Fri Sep 20, 2024 1:18 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 63663
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
demolishers on death just poofing out of existence feels very disappointing. would be much more interesting if they left wreckage behind or could be partially destroyed to slow them down or weaken their healing
- Fri Aug 16, 2024 3:06 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 64788
Re: Friday Facts #424 - Gleba Pentapod Enemies
those enemy designs might trigger trypophobia for some people. hope y'all double-check that instead of just make an area that's unplayable for some people
- Fri Aug 09, 2024 12:24 pm
- Forum: News
- Topic: Friday Facts #423 - Research info tooltip & Online players GUI
- Replies: 64
- Views: 19888
Re: Friday Facts #423 - Research info tooltip & Online players GUI
the player list and "view player remotely" might also use a "view player's remote view remotely" function
- Tue Jun 18, 2024 2:11 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 28890
Re: Friday Facts #415 - Fix, Improve, Optimize
Since they have been releasing some bugfixes for 1.1 during the last year, I can only assume that they have good reason to not do all the bug fixes reported in FFFs. So what "sounds" like it should be easy to apply to 1.1 proboly isn't actually that easy... Would be my guess any way.
if it isn't ...
- Tue Jun 18, 2024 11:52 am
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 28890
Re: Friday Facts #415 - Fix, Improve, Optimize
i was very explicit in my first post:
Mithaldu wrote: Fri Jun 14, 2024 12:09 pm it's really frustrating to see straight-up bugfixes that sound like they would easily apply to factorio v1, being limited to v2
- Tue Jun 18, 2024 8:04 am
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 28890
Re: Friday Facts #415 - Fix, Improve, Optimize
my complaint isn't even remotely about that thoughFuryoftheStars wrote: Tue Jun 18, 2024 2:29 am If a function becomes outdated and they'd want to remove normally
- Tue Jun 18, 2024 1:30 am
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 28890
Re: Friday Facts #415 - Fix, Improve, Optimize
including backward compatibility could lead towards game size bloat understandable concern, but in this case simply not applicable, since it would require no code additions as you described whatsoever
don't complain so your prescription is indeed "shut the fuck up", and i'd invite you to do some ...
don't complain so your prescription is indeed "shut the fuck up", and i'd invite you to do some ...
- Mon Jun 17, 2024 11:44 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 28890
Re: Friday Facts #415 - Fix, Improve, Optimize
This really isn't Wube's problem. There's a difference between supporting mods and supporting -a- mod. You're asking them to support a mod, really, not modding in general. Individual mods are to be maintained by their maintainer, not Wube. There is no expectation for improvements to be backported ...
- Sat Jun 15, 2024 1:15 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 28890
Re: Friday Facts #415 - Fix, Improve, Optimize
it's really frustrating to see straight-up bugfixes that sound like they would easily apply to factorio v1, being limited to v2
v2 is free right? It's only the expansion that will cost money, so everyone should get these improvements, if I understood correctly.
the problem is that a lot of ...
- Fri Jun 14, 2024 12:09 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 28890
Re: Friday Facts #415 - Fix, Improve, Optimize
it's really frustrating to see straight-up bugfixes that sound like they would easily apply to factorio v1, being limited to v2
- Sat Mar 16, 2024 8:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.104] 0/0 causing nan set on a circuit signal causes crash to desktop
- Replies: 2
- Views: 1586
- Thu Mar 14, 2024 8:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.104] 0/0 causing nan set on a circuit signal causes crash to desktop
- Replies: 2
- Views: 1586
[1.1.104] 0/0 causing nan set on a circuit signal causes crash to desktop
In short, this causes a crash to desktop on the last call:
local estimate = 0 / 0
log("estimate: ".. estimate)
local out = {}
table.insert(out, { signal = red_network.signals[1].signal, count = estimate, index = #out + 1 })
struct.internal.get_control_behavior().parameters = out
Normally ...
local estimate = 0 / 0
log("estimate: ".. estimate)
local out = {}
table.insert(out, { signal = red_network.signals[1].signal, count = estimate, index = #out + 1 })
struct.internal.get_control_behavior().parameters = out
Normally ...
- Wed May 31, 2023 11:02 pm
- Forum: Ideas and Suggestions
- Topic: Make shortcut bar more resilient to mod loading and unloading
- Replies: 31
- Views: 10369
Re: Make shortcut bar more resilient to mod loading and unloading
I must switch back and forth between mod groups a lot because i work on YARM and it is extremely frustrating that everytime i do, my shortcut bar is just trashd and randomized.
- Sun Nov 29, 2020 7:35 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 421276
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
I was using this to combine bioindustries with pymods.
It would've been nice to have some kind of big fat warning on the mod update page that that was just completely ripped out and dead for the moment, and a note as to which version of the mod was the last one which supported what.
It would've been nice to have some kind of big fat warning on the mod update page that that was just completely ripped out and dead for the moment, and a note as to which version of the mod was the last one which supported what.
- Tue Nov 10, 2020 12:09 pm
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 271737
Re: pY Petroleum Handling
maybe make it an option before the next major version? 
