Search found 35 matches
- 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: 653
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: 653
[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+se...
- Tue Oct 03, 2023 7:00 pm
- Forum: Fixed for 2.0
- Topic: [1.1.76] Inserter does not wake up
- Replies: 9
- Views: 2961
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 down and ...
- Mon Oct 02, 2023 5:48 pm
- Forum: Fixed for 2.0
- Topic: [1.1.76] Inserter does not wake up
- Replies: 9
- Views: 2961
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 curiosi...
- 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: 724
[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 rese...
- 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: 1044
[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: No ...
- Sat Jul 08, 2023 4:15 am
- Forum: Modding interface requests
- Topic: Request: Prototype/ResourceEntity custom_map_tooltip property
- Replies: 2
- Views: 1070
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 r...
- 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: 4871
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...
- Sun Feb 19, 2023 9:49 pm
- Forum: Won't implement
- Topic: Add removed LuaEquipment instance to events
- Replies: 1
- Views: 1061
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: 827
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: 10692
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 with ...
- 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: 4871
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: 1648
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 c...
- Sat Feb 18, 2023 4:30 pm
- Forum: Modding interface requests
- Topic: Interact with logistic networks via script
- Replies: 0
- Views: 483
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 bein...
- Sat Feb 18, 2023 4:14 pm
- Forum: Modding interface requests
- Topic: Restrict item storage and transportation
- Replies: 7
- Views: 1648
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 t...
- Sat Feb 18, 2023 2:53 pm
- Forum: Modding interface requests
- Topic: buffer inventory for script_raised_destroy
- Replies: 2
- Views: 827
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 ...
- Sat Feb 18, 2023 12:10 pm
- Forum: Modding interface requests
- Topic: copy-paste by blueprint should trigger an event
- Replies: 7
- Views: 2210
Re: copy-paste by blueprint should trigger an event
+1 for any kind of event after pasting over an existing entity (blueprint or copy&paste) Also don't forget to include item tag data when pasting. I'm playing around with an idea that involves adding tags to the blueprint entity when copying a specific building. Upon placement the item tags are m...
- Sat Feb 18, 2023 11:59 am
- Forum: Modding interface requests
- Topic: Improved way to define non-standard recipes
- Replies: 0
- Views: 482
Improved way to define non-standard recipes
I'm looking for better ways to define recipes that consume less than 1 item for a recipe cycle. Like this recipe: A + 10% Catalyzer -> B (There is a 10% chance that the catalyzer will break during operation.) Current possibilities for mod authors: Upscaling the recipe: 10 A + 1 Catalyzer -> 10 B Thi...
- Sat Feb 18, 2023 10:49 am
- Forum: Modding interface requests
- Topic: A setting on recipes to only output 1 item.
- Replies: 16
- Views: 4143
Re: A setting on recipes to only output 1 item.
+1 for better control over probability-based recipes If you create systems containing closed loops on these probabilistic items, that need to be primed, the current situation is really bad and you need large buffers. The fact is, if you run a coin toss simulation for infinite time, you will reach an...
- Fri Feb 17, 2023 8:25 pm
- Forum: Ideas and Suggestions
- Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
- Replies: 11
- Views: 2291
Re: [1.1.76] Difficult to add modules to machines with recipes having the same modules as ingredient
If the module slots had requests on them for that exact module, then fine, I'm good with that. If it were possible to add module slot requests when upgrading I wouldn't have the issue in the first place. Maybe the root cause is exactly this. I'm not able to upgrade assembling machines and let bots ...