Planning tools that work only on data stage (e.g. YAFC) need a way to replicate the weight calculation, but the little information given is not enough to explain what is going on.
Example that might involve some rounding
electronic-circuit
1x iron plate (1000)
3x copper cable (250 each)
ingredient ...
Search found 39 matches
- Thu Oct 31, 2024 5:54 pm
- Forum: Resolved Requests
- Topic: Add weight calculation documentation
- Replies: 6
- Views: 752
- Fri Oct 25, 2024 5:04 am
- Forum: Documentation Improvement Requests
- Topic: [2.0.10] API documentation doesn't match data-raw-dump.json from Space Age
- Replies: 4
- Views: 616
Re: [2.0.10] API documentation doesn't match data-raw-dump.json from Space Age
these types are documented directly in the only place they are used
https://lua-api.factorio.com/latest/pro ... cursor_box
https://lua-api.factorio.com/latest/typ ... l#location
https://lua-api.factorio.com/latest/pro ... cursor_box
https://lua-api.factorio.com/latest/typ ... l#location
- Thu Oct 24, 2024 4:30 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.10] API documentation doesn't match data-raw-dump.json from Space Age
- Replies: 4
- Views: 616
[2.0.10] API documentation doesn't match data-raw-dump.json from Space Age
I'm writing automated tooling to read the whole data dump from json, and I've found a few inconsistencies. These are the changes to documentation to make them match the found data:
AchievementPrototypeWithCondition::objective_condition
must be optional (at least it's missing for "solaris ...
AchievementPrototypeWithCondition::objective_condition
must be optional (at least it's missing for "solaris ...
- Thu Oct 17, 2024 5:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias] [2.0.5] Train interrupt on destination full skips the full stop completely
- Replies: 10
- Views: 3408
[Tobias] [2.0.5] Train interrupt on destination full skips the full stop completely
I want my train to go A->B->C->A->B->C forever, but go to X instead of blocking a train stop.
However, when B is full, the train goes A->X->C->A->X->C forever, skipping B completely. This is how I tried to do it:
10-17-2024, 19-02-08.png
When the interrupt is "Destination full or no path" (and ...
However, when B is full, the train goes A->X->C->A->X->C forever, skipping B completely. This is how I tried to do it:
10-17-2024, 19-02-08.png
When the interrupt is "Destination full or no path" (and ...
- Tue Apr 23, 2024 5:02 am
- Forum: Pending
- Topic: [1.1.106] Blueprint with relative grid is about to be placed in absolute grid
- Replies: 3
- Views: 1055
Re: [1.1.106] Blueprint with relative grid is about to be placed in absolute grid
No, I did these steps hundreds of times and it only happened once. I still tried to describe my steps to the best of my knowledge. Because I know what I saw, and the blueprint was in the wrong snapping mode when being clicked. Sometimes a dev can see what's going wrong just by looking at the code.
- Sat Apr 20, 2024 8:54 pm
- Forum: Pending
- Topic: [1.1.106] Blueprint with relative grid is about to be placed in absolute grid
- Replies: 3
- Views: 1055
[1.1.106] Blueprint with relative grid is about to be placed in absolute grid
That's the blueprint I want to place, it has relative grid snapping enabled.
0eNql2+1u2kwQhuFz8W+omI/dAU7lVVSR4EZWwSDjvG1Uce41kEZVgtS97Z8O41mb4bnWQuRX9bh7qY9d0/bV+ld1ajfHeX+YP3fN9nL8s1ovZ9VrtbbFeVY1T4f2VK3/G+qa53azu1T0r8e6WldNX++rWdVu9pejb5sfh+dNPT/uNm2/6ZtDO99/X0h16dFu66GrnB9mVd32Td/Ut5bXg9ev7cv ...
0eNql2+1u2kwQhuFz8W+omI/dAU7lVVSR4EZWwSDjvG1Uce41kEZVgtS97Z8O41mb4bnWQuRX9bh7qY9d0/bV+ld1ajfHeX+YP3fN9nL8s1ovZ9VrtbbFeVY1T4f2VK3/G+qa53azu1T0r8e6WldNX++rWdVu9pejb5sfh+dNPT/uNm2/6ZtDO99/X0h16dFu66GrnB9mVd32Td/Ut5bXg9ev7cv ...
- Tue Oct 03, 2023 7:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] Inserter does not wake up
- Replies: 9
- Views: 3917
Re: [1.1.76] Inserter does not wake up
I don't believe it. You folks are simply the best! Unfortunately I will continue my Pyanodons game in 1.1 without this bugfix. Just out of curiosity: What's the technical solution that can fix this bug and handle all the edge cases that might still occur?
It was mostly a matter of sitting ...
- Mon Oct 02, 2023 5:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] Inserter does not wake up
- Replies: 9
- Views: 3917
Re: [1.1.76] Inserter does not wake up
I spent some time today and finally found a solution that will keep the inserter from getting into a broken state. It will be fixed for the 2.0 release.
I don't believe it. You folks are simply the best! Unfortunately I will continue my Pyanodons game in 1.1 without this bugfix. Just out of ...
- Sun Sep 17, 2023 8:06 pm
- Forum: Minor issues
- Topic: [1.1.89] Fluid productivity bonus lost with small ouput fluid box
- Replies: 1
- Views: 943
[1.1.89] Fluid productivity bonus lost with small ouput fluid box
In my PyMods game I stumbled upon a productivity bonus not applied to some mining drills in specific situations.
2023-09-17 21_57_18-Factorio 1.1.89.png
In the attached savegame you will see two drills, the top one was built before researching mining productivity. The bottom one was built after ...
2023-09-17 21_57_18-Factorio 1.1.89.png
In the attached savegame you will see two drills, the top one was built before researching mining productivity. The bottom one was built after ...
- Thu Aug 17, 2023 6:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.85] --dump-data command line parameter not working when script-output directory does not exist
- Replies: 1
- Views: 1397
[1.1.85] --dump-data command line parameter not working when script-output directory does not exist
Basically, what the subject says. When I tried to dump all the prototype data with --dump-data command line parameter no file was created, and the logfile included this line.
Error Util.cpp:86: Error when opening C:\Users\...\AppData\Roaming\Factorio\script-output\data-raw-dump.json for writing ...
Error Util.cpp:86: Error when opening C:\Users\...\AppData\Roaming\Factorio\script-output\data-raw-dump.json for writing ...
- Sat Jul 08, 2023 4:15 am
- Forum: Modding interface requests
- Topic: Request: Prototype/ResourceEntity custom_map_tooltip property
- Replies: 2
- Views: 1270
Re: Request: Prototype/ResourceEntity custom_map_tooltip property
+1, this would make my favorite mod more beginner-friendly
regarding parameter passing to LocalisedString:
passing the originally generated tooltip as __1__ allows mod authors to add extra information
passing the resource amount as __2__ allows to have totally custom tooltips which incorporate the ...
regarding parameter passing to LocalisedString:
passing the originally generated tooltip as __1__ allows mod authors to add extra information
passing the resource amount as __2__ allows to have totally custom tooltips which incorporate the ...
- Thu May 18, 2023 10:34 am
- Forum: Modding interface requests
- Topic: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process
- Replies: 19
- Views: 5766
Re: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process
I need to bring this topic up again, because it seems impossible to get the burning fuel when removing equipment from the equipment grid. (https://forums.factorio.com/viewtopic.php?f=221&t=105300 was moved to "Won't implement" because of technical reasons)
Currently I can't see any way in my Py ...
Currently I can't see any way in my Py ...
- Sun Feb 19, 2023 9:49 pm
- Forum: Won't implement
- Topic: Add removed LuaEquipment instance to events
- Replies: 1
- Views: 1310
Add removed LuaEquipment instance to events
For my mod I'm currently missing a way to recover the fuel's burnt_result when a player removes a burner-powered equipment from an equipment grid. There are on_player_removed_equipment and on_equipment_removed events, but they only contain the prototype of the removed equipment (and count), not the ...
- Sun Feb 19, 2023 9:28 pm
- Forum: Modding interface requests
- Topic: buffer inventory for script_raised_destroy
- Replies: 2
- Views: 1068
Re: buffer inventory for script_raised_destroy
I just looked at how Nanobots actually recovers entities and it looks like it calls LuaControl.mine_entity which does properly mine it and does NOT destroy the entity. This looks like the proper way for mods that simulate mining entities, so I guess my request is really nonsense. I'll change the mod ...
- Sun Feb 19, 2023 7:39 am
- Forum: Ideas and Suggestions
- Topic: Potentially easy chest-behavior performance optimization
- Replies: 35
- Views: 13011
Re: Potentially easy chest-behavior performance optimization
Inserters inserting into or taking out of a chest virtually never shows up as being slow. The only time that has ever happened is when mods change an inventory size to something crazy (500 to 2000 slots) but no matter what you do at that scale it's going to be slow.
What?
Can we perhaps start ...
- Sat Feb 18, 2023 9:38 pm
- Forum: Modding interface requests
- Topic: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process
- Replies: 19
- Views: 5766
Re: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process
I finally found the time to do this as a mod . It works perfectly for on_player_mined_entity and on_robot_mined_entity. However for script_raised_destroy it's not so clear what to do. I have decided to spill the item on the ground. I've added a related modding request at https://forums.factorio.com ...
- Sat Feb 18, 2023 9:21 pm
- Forum: Modding interface requests
- Topic: Restrict item storage and transportation
- Replies: 7
- Views: 2447
Re: Restrict item storage and transportation
I'm also curious what the devs have to say to this request. But to be clear: I don't want to change vanilla, I want to give mod authors more possibilities to change the feel of the game.
Regarding chest performance: Filters on containers were added in 1.1.62 for mods to configure
Added support for ...
Regarding chest performance: Filters on containers were added in 1.1.62 for mods to configure
Added support for ...
- Sat Feb 18, 2023 4:30 pm
- Forum: Modding interface requests
- Topic: Interact with logistic networks via script
- Replies: 0
- Views: 638
Interact with logistic networks via script
I'm playing around with an idea of a pre-bot scripted logistic network that would transition seamlessly into the bot era. For this I'd need to interact with the logistic networks in more ways than the current modding interface allows.
For example, I can see whether a logistic request is already ...
For example, I can see whether a logistic request is already ...
- Sat Feb 18, 2023 4:14 pm
- Forum: Modding interface requests
- Topic: Restrict item storage and transportation
- Replies: 7
- Views: 2447
Restrict item storage and transportation
Currently every item can be
- in player inventory
- in container inventory
- moved by belt
- moved by inserter
- moved by bot
- placed on ground
I'd like to restrict some items from specific kinds of storage/transportation. Probably items on ground shouldn't be restricted because spilling items on ...
- in player inventory
- in container inventory
- moved by belt
- moved by inserter
- moved by bot
- placed on ground
I'd like to restrict some items from specific kinds of storage/transportation. Probably items on ground shouldn't be restricted because spilling items on ...
- Sat Feb 18, 2023 2:53 pm
- Forum: Modding interface requests
- Topic: buffer inventory for script_raised_destroy
- Replies: 2
- Views: 1068
buffer inventory for script_raised_destroy
I'd like to see a mechanism similar to on_player_mined_entity.buffer , but for script_raised_destroy .
Currently it's only possible to add additional items when an entity is mined by player or robot using the buffer inventory. However, when an entity is destroyed using scripts, the only possibility ...
Currently it's only possible to add additional items when an entity is mined by player or robot using the buffer inventory. However, when an entity is destroyed using scripts, the only possibility ...