Search found 43 matches

by Viidi
Sun Mar 09, 2025 5:55 pm
Forum: Ideas and Suggestions
Topic: Filters overrides stack size
Replies: 12
Views: 629

Re: Filters overrides stack size

computeraddict wrote: Sun Mar 09, 2025 4:04 pm
Viidi wrote: Sun Mar 09, 2025 12:23 pm sometimes it is impossible when there are many signals.
https://wiki.factorio.com/Selector_combinator
And you will get a delay of 2 ticks.
by Viidi
Sun Mar 09, 2025 12:28 pm
Forum: Ideas and Suggestions
Topic: Signal to reverse inserter
Replies: 1
Views: 149

Signal to reverse inserter

You send the specified signal to the inserter and his pickup and drop points swap places.
by Viidi
Sun Mar 09, 2025 12:23 pm
Forum: Ideas and Suggestions
Topic: Filters overrides stack size
Replies: 12
Views: 629

Re: Filters overrides stack size

+1

Using combinators is not always convenient due to the tick delay, and sometimes it is impossible when there are many signals.
by Viidi
Sun Mar 09, 2025 12:18 pm
Forum: Ideas and Suggestions
Topic: Visualization of broken wires when moving
Replies: 0
Views: 86

Visualization of broken wires when moving

Recently added a cool feature that allows you to keep the wire connection during the Cut-Move-Paste operation.
If you Paste too far, the wires break. And sometimes it's hard to keep track of this.
I'd like to add some kind of visual that will show which wires will break when moving.
by Viidi
Sun Mar 02, 2025 9:59 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.37] LuaSchedule::add_record adds temporary stops with a wait condition
Replies: 19
Views: 1169

Re: [2.0.37] LuaSchedule::add_record adds temporary stops with a wait condition

For some reason, temporary entries are inserted at the beginning of the schedule, and not at the end.
by Viidi
Sun Mar 02, 2025 9:43 pm
Forum: Releases
Topic: Version 2.0.36
Replies: 15
Views: 5835

Re: Version 2.0.36

Thanks a lot for the API for working with the schedule. BUT. Why is it so complicated and illogical?

https://lua-api.factorio.com/latest/concepts/ScheduleRecordPosition.html - this looks like a crutch :(

And adding an element to the schedule: I did add_record, but what index should I use in add ...
by Viidi
Fri Feb 21, 2025 2:42 pm
Forum: Modding interface requests
Topic: LuaEntityPrototype.fluid_capacity depending on quality
Replies: 1
Views: 138

LuaEntityPrototype.fluid_capacity depending on quality

If the FluidWagonPrototype.quality_affects_capacity flag is set at the prototyping stage, then at runtime there is no way to know LuaEntityPrototype.fluid_capacity depending on quality.
by Viidi
Thu Jan 09, 2025 10:18 pm
Forum: Modding help
Topic: Entity custom GUI issue
Replies: 0
Views: 203

Entity custom GUI issue

Hello.

Context:
I am the author of the mod RailLogisticsDispatcher .
The mod adds an entity based on the deciding combinator with a redesigned GUI (this base has two ports for connecting wires and parameters that allow you to save the desired settings).

To display the gui, I handle the on_gui ...
by Viidi
Fri Dec 20, 2024 7:42 pm
Forum: Ideas and Suggestions
Topic: Make it so that railway signals conflict less with the rails
Replies: 0
Views: 137

Make it so that railway signals conflict less with the rails

To be able to make more compact railway junctions.

Perhaps something can be done with the stations too.

Example:
12-20-2024, 22-41-40.png
12-20-2024, 22-41-40.png (1.33 MiB) Viewed 137 times
by Viidi
Thu Dec 19, 2024 5:00 pm
Forum: Releases
Topic: Version 2.0.27
Replies: 8
Views: 12038

Re: Version 2.0.27

And we are all waiting and waiting for the moment when it will be possible to change train schedules in lua without removing interrupts...
by Viidi
Mon Dec 16, 2024 10:17 pm
Forum: Ideas and Suggestions
Topic: Alert log
Replies: 3
Views: 356

Alert log

Now alerts are shown for a short time and disappear forever.

If I went to drink tea - I can miss something. And it will also be useful for those whose server works around the clock and sometimes the base is unattended.

I think, for starters, you can just add an on_alert event (or something like ...
by Viidi
Mon Dec 16, 2024 11:37 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 608
Views: 364842

Thanks for Space Age

I completed it and it was a great experience. Lately in 1.1 I was only honing ready-made, almost perfect, schemes and writing or searching for mods. And in SA I played the same Factorio again like I did when I first got acquainted with it - everything from scratch.
Thanks for the new planets ...
by Viidi
Mon Dec 09, 2024 8:23 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.23] Loaders can load anything into asteroid collectors, but inserters cannot
Replies: 3
Views: 989

Re: [boskid][2.0.23] Loaders can load anything into asteroid collectors, but inserters cannot

What exactly? Will the inserters be able to or will the loaders no longer be able to?
by Viidi
Sun Dec 08, 2024 3:51 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.23] Loaders can load anything into asteroid collectors, but inserters cannot
Replies: 3
Views: 989

[boskid][2.0.23] Loaders can load anything into asteroid collectors, but inserters cannot

Is this a bug or a feature? Can I design the platform assuming that loaders can pass items through the asteroid harvester?
by Viidi
Wed Dec 04, 2024 9:38 am
Forum: Ideas and Suggestions
Topic: Loaders: switch to split lines mode in runtime (in gui)
Replies: 0
Views: 133

Loaders: switch to split lines mode in runtime (in gui)

This is now achieved by replacing the entity with a custom gui.
by Viidi
Wed Dec 04, 2024 9:35 am
Forum: Ideas and Suggestions
Topic: Add spoilage priority to loaders
Replies: 4
Views: 507

Loaders: add "Spoiled priority" setting

Like the Inserters
by Viidi
Tue Nov 26, 2024 4:38 am
Forum: Logistic Train Network
Topic: LTN and Factorio 2.0
Replies: 39
Views: 21375

Re: LTN and Factorio 2.0



This looks interesting, and simpler than LTN. One question though... does it support mixed items coming to or from a station? I know people recommended against doing that in LTN, but it's actually not a problem with a correct design, and is a REALLY powerful feature to have.


Hello.
Stations ...
by Viidi
Mon Nov 18, 2024 9:51 pm
Forum: Logistic Train Network
Topic: LTN and Factorio 2.0
Replies: 39
Views: 21375

Re: LTN and Factorio 2.0


I haven't read the mod page yet and I know it's going to be better than LTN, mainly because it has a gui and I don't think LTN did. (Even if LTN had a GUI, it certainly wasn't that good)


Thank you for your kind words.


Hi! I signed up just to say how impressed I am with the community of this ...
by Viidi
Fri Nov 15, 2024 10:33 am
Forum: Implemented mod requests
Topic: [2.0] Be able to read/write interrupts for trains/space platforms
Replies: 24
Views: 2750

Re: [2.0] Be able to read/write interrupts for trains/space platforms

robot256 wrote: Thu Nov 14, 2024 3:56 pm Nice hack :lol: You might not need to generate a helper surface if you put the blueprint item in a Script Inventory and used it from there.
You can only copy the settings from a built locomotive. It doesn't work from a blueprint. That's why I build it on a hidden surface.
by Viidi
Thu Nov 14, 2024 11:05 am
Forum: Implemented mod requests
Topic: [2.0] Be able to read/write interrupts for trains/space platforms
Replies: 24
Views: 2750

Re: [2.0] Be able to read/write interrupts for trains/space platforms

EvilPLa wrote: Wed Nov 13, 2024 8:51 pm Looks like my mod exiguous-train-caller is deleting all Interupts too, need some way to modify the Schedule without wiping them.
https://github.com/dvilker/FactorioRail ... #L419-L551

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