Search found 1717 matches

by Qon
Fri May 27, 2022 8:13 pm
Forum: General discussion
Topic: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
Replies: 3
Views: 176

Re: Alt-F4 #61 - Draftsman: A Python module for creating blueprints

If node counts, you could take a look at factorio-blueprint , which is actually linked in the article. It hasn't been updated in a while, but it might be sufficient if you just need simple modification/re-encoding. For this project, that should work. I mainly just need to dump a lot of signal data ...
by Qon
Fri May 27, 2022 4:17 pm
Forum: General discussion
Topic: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
Replies: 3
Views: 176

Re: Alt-F4 #61 - Draftsman: A Python module for creating blueprints

I was just considering making my own tool like that for my combinator computer that is used to control a self-expanding factory... :D
I would have preferred JavaScript though. Any chance you will make DraftsmanJS as well? ;)
by Qon
Wed May 25, 2022 3:17 pm
Forum: Ideas and Requests For Mods
Topic: Circuit Logistics/Send and store digitized items
Replies: 0
Views: 48

Circuit Logistics/Send and store digitized items

I might make a mod I'm considering making a mod (not a request!) that lets you digitize items and turn them into circuit signals which can then be materialized back into items anywhere you like, instantly or later. Goals and purpose The goal is to add a brand new type of logistics alternative to be...
by Qon
Wed May 25, 2022 1:01 am
Forum: Modding interface requests
Topic: alt_reverse_selection for Selection tools
Replies: 4
Views: 112

Re: alt_reverse_selection for Selection tools

That the fourth option doesn't exists, feels like a whole in the matrix to me. Seems reasonable. I agree with this. What I'm against is for selection tools by default to have a modifier to select the things outside the region. And I don't think you want it for your tool either. It's going to confus...
by Qon
Tue May 24, 2022 1:08 pm
Forum: Modding interface requests
Topic: alt_reverse_selection for Selection tools
Replies: 4
Views: 112

Re: alt_reverse_selection for Selection tools

I would like to create a selection tool that does the following things: alt_selection = Do something to all not selected entities. alt_reverse_selection = Do the opposite to all not selected entities. You want a tool to do something to every entity on every surface, except the things inside the sel...
by Qon
Fri May 20, 2022 11:01 pm
Forum: Ideas and Suggestions
Topic: Mod portal "favorit" feature
Replies: 6
Views: 144

Re: Mod portal "favorit" feature

A good idea. I can use bookmarks in my browser, but when I then install the mods I prefer to do so through the in game mod manager to get dependencies immediately and toggle mods on/off that don't fit together with new ones I test and so on. Now I have to search for all mods again in game client aft...
by Qon
Fri May 20, 2022 10:54 am
Forum: Ideas and Suggestions
Topic: Unified Statistics Panel
Replies: 11
Views: 887

Re: Unified Statistics Panel

ssilk wrote:
Fri May 20, 2022 6:20 am
I meant the modding feature that you can draw lines etc. onto ground and on the map (AFAIK).
Wrong. On ground, yes. But not on map.
by Qon
Tue May 17, 2022 9:38 pm
Forum: Ideas and Suggestions
Topic: Unified Statistics Panel
Replies: 11
Views: 887

Re: Unified Statistics Panel

ssilk wrote:
Sat May 14, 2022 7:07 am
You can paint on the map
You can? How? :shock:
by Qon
Tue May 17, 2022 9:35 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 63
Views: 7756

Re: New API Docs website

Hey, is it possible to get the link to the API docs site put to the top of the page for each site like the rest? The old mod portal layout had a link somewhere to the API docs. It's kind of weird I haven't been able to find the docs now from anywhere except by searching with an external web search ...
by Qon
Thu May 05, 2022 5:07 pm
Forum: Modding help
Topic: Spreading a table out over several ticks
Replies: 22
Views: 732

Re: Spreading a table out over several ticks

FuryoftheStars wrote:
Thu May 05, 2022 3:04 pm
FuryoftheStars wrote:
Thu May 05, 2022 12:25 pm
I noticed that at ~2k planters with ~1.5k saplings growing I was taking a 5-10 ups hit.
Whoops. Meant ~4k planters and ~3k-3.5k saplings.
Use the edit button.
by Qon
Wed May 04, 2022 10:53 am
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 1430

Re: No Deconstruction Timeout

Mind if I ask: why? The default is 2 hours but if you've marked something for deconstruction and over 2 hours later you still haven't gotten around to letting a robot work on it why is it important? Obviously it wasn't important since 2 hours has passed and it still wasn't handled. I'm making a sel...
by Qon
Sat Apr 30, 2022 9:09 am
Forum: Ideas and Suggestions
Topic: Make the laser turret max consumption show the most it can consume
Replies: 31
Views: 653

Re: Make the laser turret max consumption show the most it can consume

as it only happens once when the roboport is placed That’s a one time event, Wrong. If you lose power the buffers of your roboports and other enties will drain. This affects you a lot every time you blackout and makes the brownout spirals after buffers have been depleted even harder to recover from.
by Qon
Sun Apr 24, 2022 1:08 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Using a SAT Solver to optimize balancers
Replies: 2
Views: 421

Re: Using a SAT Solver to optimize balancers

That's cool! Maybe I should update my N-to-N-belt-belt balancer code (post with img , img ) to include these, and maybe clean them up a bit and maybe make bigger than 2048 belt balancers. ;) But a lot more than just balancers should be solvable. This could be applied to any other constraints and fac...
by Qon
Sun Apr 24, 2022 12:48 pm
Forum: Combinator Creations
Topic: Five-in-a-row game, with deep-learning AI
Replies: 18
Views: 1589

Re: Five-in-a-row game, with deep-learning AI

Thanks for the info! Have you considered chess as well? A lot more rules to take into account, but it's the game I'm more familiar with. Also the different pieces are perhaps much more difficult to visualize so that might be the bigger issue. But Recursive Blueprints mod could be used to display det...
by Qon
Sun Apr 24, 2022 8:40 am
Forum: Ideas and Suggestions
Topic: Yellow train signal cannot be closed with circuits
Replies: 17
Views: 598

Re: [1.1.57] Yellow train signal cannot be closed with circuits

Or train accelerators, where you loop a train around until it reaches full speed before sending it off into ... wherever. Biter territory, a high-speed "freeway" track, etc. Without the ability to reroute a train by closing a yellow signal, both of those are either outright impossible, or...
by Qon
Sun Apr 24, 2022 8:27 am
Forum: Modding help
Topic: Adding a new ressource to the game
Replies: 6
Views: 312

Re: Adding a new ressource to the game

The things listed there are the resources that are placed on the map. So my guess is that you didn't add an icon for the autoplace-control prototype, just for the resource itself. The oil patch doesn't have the liquid black oil drop as icon, right? It has the sprite of oil pool that you see on the g...
by Qon
Sun Apr 24, 2022 7:32 am
Forum: Combinator Creations
Topic: Five-in-a-row game, with deep-learning AI
Replies: 18
Views: 1589

Re: Five-in-a-row game, with deep-learning AI

I was expecting more discussion about this ! I wouldn't mind reading the full story and design philosophy of why you made it this way. Or at least some more vulgarisation to bridge the gap of understanding between demonstration and explanation. Thanks for your interest. I am glad to give more detai...
by Qon
Fri Apr 22, 2022 4:43 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 459539

Re: Accumulator / Solar panel ratio

Bilka wrote:
Fri Apr 22, 2022 1:22 pm
but I like verifying things before reverting wiki edits :)

I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Bilka, YOU are what's right with the wiki <3
by Qon
Tue Apr 19, 2022 12:03 pm
Forum: Balancing
Topic: Nuclear Artillery Shells (with same explosion as handheld nukes)
Replies: 6
Views: 329

Re: Nuclear Artillery Shells (with same explosion as handheld nukes)

There’s already logic in the game to not fire more than needed on targets (to avoid wasted ammo). Not that hard to extend it to include nuke splash vs nests. I think it already does so for nuke artillery as well. There's no need for manual fire. Also if someone were worried about losing nukes then ...
by Qon
Mon Apr 18, 2022 11:04 am
Forum: Modding help
Topic: Need help replace items in all recipes
Replies: 4
Views: 178

Re: Need help replace items in all recipes

Variable "data" is available at data stage, in data.lua, not in control stage in control.lua.
Also, "script" is only available in control stage. Take the code inside the function and just execute it directly.

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