Search found 107 matches

by danbopes
Sun Jun 29, 2025 2:53 am
Forum: Not a bug
Topic: [2.0.55]Mod breaks reading capitalized extensions only when in a .zip
Replies: 1
Views: 84

Re: [2.0.55]Mod breaks reading capitalized extensions only when in a .zip

Filenames in windows are case insensitive so when searching if a file exists and loading, filenames don't care about case. This is not the case for zip files, because the files are explicitly loaded via code.

Regardless, if this was fixed to do case-insensitive matching on windows, the mod would ...
by danbopes
Fri Jun 20, 2025 11:46 pm
Forum: Technical Help
Topic: [2.0.57] ~10 FPS Drop when maximized/fullscreen
Replies: 0
Views: 194

[2.0.57] ~10 FPS Drop when maximized/fullscreen

I can't seem to find the root cause of why the game renders differently when maximized or at full screen versus when windowed (Even a few pixels smaller than maximized).

I'm on Ubuntu 24.04, using gdm/X11. I've got the latest published nvidia ubuntu drivers: 570.133.07.

Side by side comparison ...
by danbopes
Wed Jun 18, 2025 3:51 pm
Forum: Not a bug
Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
Replies: 14
Views: 1361

Re: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops

Perhaps it would be better to differentiate internally if it's a temporary stop created by script or by the player?
by danbopes
Tue Jun 17, 2025 6:45 pm
Forum: Ideas and Suggestions
Topic: Allow more functions to be used in blueprint parameterization
Replies: 6
Views: 952

Re: Allow more functions to be used in blueprint parameterization



I'd also love the ability to get the stack size of an item that's used as an ingredient. Currently we can get the "count" of ingredient 1, but no way to get the stack size of that item.


If parameter 1 is set to ingredient 1, then p1_s would give you it's stack size.


06-17-2025, 14-44-57 ...
by danbopes
Mon Jun 16, 2025 4:45 pm
Forum: Ideas and Suggestions
Topic: Spoiled items should be inserted directly into trash slots
Replies: 2
Views: 220

Spoiled items should be inserted directly into trash slots

One of the things that I find annoying about spoiling items is always worrying about ends of belts and the places where spoiled items go. I think it would be easier if assembly machines allowed spoiled items to be inserted directly into the trash slots. Would simplify logic down a lot, as your ...
by danbopes
Mon Jun 09, 2025 9:30 pm
Forum: Implemented mod requests
Topic: Add APIs to manage logistic groups
Replies: 10
Views: 1739

Re: Add APIs to manage logistic groups

Rseding91 wrote: Mon Jun 09, 2025 9:00 pm Ok. For the next release I added LuaForce::get_logistic_groups(), get_logistic_group(), create_logistic_group(), and delete_logistic_group().
<3
by danbopes
Sun Jun 08, 2025 7:03 pm
Forum: Modding help
Topic: Downloading mod thumbnail using C# HttpClient
Replies: 13
Views: 891

Re: Downloading mod thumbnail using C# HttpClient



I just wrote this dirt simple script to show that downloading assets works perfectly fine:


In fact, at some point the code began to work and the pictures were downloading, even a long amount of time and after many application restarts. This morning when I checked, the method stopped working ...
by danbopes
Sun Jun 08, 2025 6:27 am
Forum: Implemented mod requests
Topic: Add APIs to manage logistic groups
Replies: 10
Views: 1739

Re: Add APIs to manage logistic groups

+1 Annoying to not be able to see groups in the modded Cybersyn Combinator until I type the group name in.
by danbopes
Sat Jun 07, 2025 11:37 pm
Forum: Ideas and Suggestions
Topic: Allow more functions to be used in blueprint parameterization
Replies: 6
Views: 952

Re: Allow more functions to be used in blueprint parameterization

I'd also love the ability to get the stack size of an item that's used as an ingredient. Currently we can get the "count" of ingredient 1, but no way to get the stack size of that item.
by danbopes
Sat Jun 07, 2025 11:34 pm
Forum: Modding help
Topic: Downloading mod thumbnail using C# HttpClient
Replies: 13
Views: 891

Re: Downloading mod thumbnail using C# HttpClient

I just wrote this dirt simple script to show that downloading assets works perfectly fine:

using System.Text.RegularExpressions;

var client = new HttpClient();

var html = await client.GetStringAsync("https://mods.factorio.com/");

var matches = Regex.Matches(html, @"""(https://assets-mod ...
by danbopes
Sat Jun 07, 2025 11:14 pm
Forum: Modding help
Topic: Downloading mod thumbnail using C# HttpClient
Replies: 13
Views: 891

Re: Downloading mod thumbnail using C# HttpClient

Can you share some of the code (Like a minimal snippet), and I can try to help further.
by danbopes
Sat Jun 07, 2025 4:57 pm
Forum: Modding help
Topic: Downloading mod thumbnail using C# HttpClient
Replies: 13
Views: 891

Re: Downloading mod thumbnail using C# HttpClient

"Host is unknown" indicates a DNS resolution failure. Ensure the link is correct (And no whitespace characters) and wherever the code is running ensure has proper Internet access.
by danbopes
Mon Jun 02, 2025 7:12 pm
Forum: Ideas and Suggestions
Topic: Enable an "Anything" icon to the alarm of Programmable Speaker
Replies: 3
Views: 621

Re: Enable an "Anything" icon to the alarm of Programmable Speaker

I came here trying to do something similar. I have various different resources sent over radar with their current amounts in percentage (From 1 to 100). I wanted to create one simple "[Anything] < 5" => Show Icon "[Anything] Resource Low", on whatever resource was low. This apparently isn't possible ...
by danbopes
Sun May 18, 2025 11:22 pm
Forum: Ideas and Suggestions
Topic: Add a Way to Read Train Trash Slots
Replies: 0
Views: 256

Add a Way to Read Train Trash Slots

I want to setup a condition on my refueling station, but noticed there isn't anyway to read what is currently in a train's trash slots.

My goal is to use a condition:
Trash Slot Ash = 0
Coal = 150

Currently, I have to remove ash via an inserter, and then use an inactivity condition, which is a ...
by danbopes
Wed May 14, 2025 3:31 pm
Forum: Ideas and Suggestions
Topic: Please add a button to add a new blueprint parameter variable
Replies: 52
Views: 10442

Re: Please add a button to add a new blueprint parameter variable

With the inability to create different parameters with the same value, this will be a logistical challenge. Something like 128745 would need to be implemented first.
by danbopes
Mon May 12, 2025 6:22 pm
Forum: Ideas and Suggestions
Topic: Blueprint Variable References Should Preserve Individual Constants
Replies: 1
Views: 376

Blueprint Variable References Should Preserve Individual Constants

From https://forums.factorio.com/117000:

I wanted to highlight a small but impactful quirk in blueprint behavior that can cause some frustration when working with constants and parameters.

The Problem

Currently, blueprint variables are merged by value , which means if two different constant ...
by danbopes
Mon May 12, 2025 5:56 pm
Forum: Duplicates
Topic: Blueprint Parameters Incorrectly Merging
Replies: 1
Views: 200

Blueprint Parameters Incorrectly Merging

My goal:

I want to create a combinator, that uses 2 signals: N and L. N = Network, L = Train Limit.
Network is set to 1, and Train Limit is set to 1

Network's Default Value should be 1
Train Limit isn't a parameter, but it should always be set to 1

Try 1:
05-12-2025, 13-40-37.png

Wont work, as ...
by danbopes
Sat May 03, 2025 6:13 pm
Forum: Ideas and Suggestions
Topic: Allow independent parameterization of constants/values via variables
Replies: 4
Views: 1235

Re: Allow independent parameterization of constants/values via variables

I tried to do this today with a fluid requestor.

Instead of requesting -30k, I just want the user to enter 30, and then I want a dependent variable based on this, to use `abs(x)*-1000`. Right now, this doesn't seem possible :(

The UI for numbers greater than 30k is atrocious:
05-03-2025, 14-15-58 ...
by danbopes
Mon Mar 31, 2025 9:11 pm
Forum: Duplicates
Topic: [2.0.43] Fluid networks voided erroneously
Replies: 1
Views: 269

[2.0.43] Fluid networks voided erroneously

03-31-2025, 17-11-32.png

When the pipe is rotated any number of times, there is no point in which the fluid boxes should connect the 2 pipes together, but in this instance, rotating the square piece once will cause all the oil to be voided.

I would expect in this instance that the 2 networks ...
by danbopes
Mon Mar 24, 2025 12:59 pm
Forum: Modding interface requests
Topic: Inventory Last Updated Tick API
Replies: 0
Views: 179

Inventory Last Updated Tick API

Background:
Currently, there is no built-in way to determine whether the contents of an entity's inventory have changed since the last game tick. Modders must manually track inventory states and compare them each tick, which can be inefficient for large-scale monitoring.

Recommendation:
Introduce a ...

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