Search found 1748 matches

by Qon
Sun Oct 16, 2022 6:04 pm
Forum: Ideas and Suggestions
Topic: Ways to use biters for resources & electricity
Replies: 11
Views: 898

Re: Ways to use biters for resources & electricity

Sustainable Energy mod does kind of that, but incentivizes killing bases. And it has the best name. The Free Energy Promise Gives fuel value to small artifacts too, so you can run your base on the corpses of the attacking horde of biters. Old mods that require some updating to run in current Factor...
by Qon
Thu Oct 13, 2022 7:42 pm
Forum: Ideas and Requests For Mods
Topic: Print (simplified) map
Replies: 5
Views: 531

Re: Print (simplified) map

Yes, it's theoretically possible to dump all entities Well yeah you can loop through entities (and tiles) of course and do it yourself. To clarify, when I said "impossible" I meant impossible with a single api call that makes Factorio do it for you. Kind of strange that the API doesn't al...
by Qon
Wed Oct 12, 2022 4:39 pm
Forum: Ideas and Requests For Mods
Topic: Print (simplified) map
Replies: 5
Views: 531

Re: Print (simplified) map

LuaGameScript.take_screenshot doesn't have a map view parameter, and the other function for taking screenshots is take_technology_screenshot() which takes screenshots of your technology (research) screen. So it seems impossible. Mods (lua commands) can change what you as a player sees to any positi...
by Qon
Mon Jun 27, 2022 6:33 pm
Forum: 1 / 0 magic
Topic: [1.1.61] Crash saving (Chunk::preSaveNonRecursive)
Replies: 1
Views: 454

[1.1.61] Crash saving (Chunk::preSaveNonRecursive)

I was just looking at the map when suddenly the game crashed.
by Qon
Fri Jun 24, 2022 2:02 pm
Forum: Releases
Topic: Version 1.1.61
Replies: 9
Views: 11960

Re: Version 1.1.61

Thanks for fixing changelog order! :D Can't see that change listed in the changelog though which is weird and meta. But it was annoying and now it's so much better <3
by Qon
Fri Jun 24, 2022 12:31 am
Forum: General discussion
Topic: Should "Wire Shortcuts" be in the Base game ?
Replies: 16
Views: 2579

Re: Should "Wire Shortcuts" be in the Base game ?

:lol: Yeah, I figured that mindset wouldn’t be for everyone. :P I mean, I have a personal mod that makes trains (almost) realistically slow and heavy (scaled), and another I’m working on will prevent you from placing concrete (and the like) where trees, resources, or enemy spawners/worms are (and p...
by Qon
Thu Jun 23, 2022 10:23 pm
Forum: General discussion
Topic: Should "Wire Shortcuts" be in the Base game ?
Replies: 16
Views: 2579

Re: Should "Wire Shortcuts" be in the Base game ?

There is a mod called "wire shortcuts" it ads shortcuts for red and green wire. Why isnt it in the basegame ? I can't see any downside, and crafting them is inconsistent and unintuitive for new players considering you get them for free if you copy settings. Its just pure QoL, without chan...
by Qon
Fri Jun 17, 2022 8:18 pm
Forum: Combinator Creations
Topic: Circle generator
Replies: 3
Views: 2208

Re: Circle generator

Updated blueprint in first post with a new update. Now the circle increases in radius whenever it reaches the top part of the circle, so it makes larger and larger circles. Don't forget to dial in a radius.
by Qon
Mon Jun 13, 2022 9:38 am
Forum: Ideas and Requests For Mods
Topic: Req: Mod to split the Pipe item into two
Replies: 5
Views: 693

Re: Req: Mod to split the Pipe item into two

Sounds like there's no reason to disable pipes from being placed and picked up normally. As long as the non-ingredient pipe is added and also has pipe entity as place_result you would have all that you need.
by Qon
Mon Jun 13, 2022 9:23 am
Forum: Ideas and Requests For Mods
Topic: Rubber-banding camera
Replies: 7
Views: 867

Re: Rubber-banding camera

A mod that gives you instant handmining speed for entities would solve your motion sickness then, guaranteed. And it would be like an order of magnitude easier to implement. And the smushy camera implementation might not fix your problem and might even start other new issues.
by Qon
Mon Jun 13, 2022 12:40 am
Forum: Modding help
Topic: Electric Network Statistics returning empty Dictionaries
Replies: 14
Views: 1827

Re: Electric Network Statistics returning empty Dictionaries

[Moderated by Koub : Response to a moderated content]
by Qon
Mon Jun 13, 2022 12:11 am
Forum: Modding help
Topic: Electric Network Statistics returning empty Dictionaries
Replies: 14
Views: 1827

Re: Electric Network Statistics returning empty Dictionaries

[Moderated by Koub : Response to a moderated content]
by Qon
Sun Jun 12, 2022 10:40 pm
Forum: Modding help
Topic: Electric Network Statistics returning empty Dictionaries
Replies: 14
Views: 1827

Re: Electric Network Statistics returning empty Dictionaries

Thanks for the help ;) Np :) I tried your code and it didn't work. Why would you post that after? And you didn't say what you tried. I got output on my computer because I tested it, if you want help then ask questions don't just say that working solutions don't work for you. [Moderated by Koub : Re...
by Qon
Sun Jun 12, 2022 9:44 pm
Forum: Modding help
Topic: Electric Network Statistics returning empty Dictionaries
Replies: 14
Views: 1827

Re: Electric Network Statistics returning empty Dictionaries

I have the same issue in vanilla. Maybe we need to initialize something? Here's a one liner that I ran on a map with just a solar panel, small electric pole, and radar. /c game.player.print(#game.player.surface.find_entities_filtered{name="small-electric-pole"}[1].electric_network_statist...
by Qon
Sun Jun 12, 2022 9:40 pm
Forum: Modding help
Topic: Electric Network Statistics returning empty Dictionaries
Replies: 14
Views: 1827

Re: Electric Network Statistics returning empty Dictionaries

Hope this helps! Not as much as if you indented properly and used code tags. Your code doesn't run. players, print and pindex are not defined. You get error messages for that. Edit: print is defined, but you probably meant game.print or game.player.print if you want it printed in game You never pri...
by Qon
Sun Jun 12, 2022 8:29 pm
Forum: Modding help
Topic: Electric Network Statistics returning empty Dictionaries
Replies: 14
Views: 1827

Re: Electric Network Statistics returning empty Dictionaries

You didn't post the code that you tried.
by Qon
Sun Jun 12, 2022 6:58 pm
Forum: General discussion
Topic: Should Construction Robots Prioritze Storage Chests ?
Replies: 29
Views: 4129

Re: Should Construction Robots Prioritze Storage Chests ?

Some people use buffer chests as output for a construction assembly and request that specific item with a high number. This way all items of that type are delivered back, if the chest is big enough Filtered storage chests is lower tech and achieves similar result. Bots prioritize filling filtered s...
by Qon
Sun Jun 12, 2022 2:32 pm
Forum: Videos
Topic: Approaching 10k science per minute
Replies: 3
Views: 1201

Re: Approaching 10k science per minute

Stringweasel wrote:
Sun Jun 12, 2022 1:43 pm
And it's build on a hand-created map.
What is that?
by Qon
Thu Jun 09, 2022 6:23 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 382
Views: 193956

Re: Performance optimization - post your saves

Issue 1 I get bad performance (9 UPS) with this somewhat large combinator contraption with ~800 000 combinators (~500 000 not counting constants). I expected that, obviously there's a limit to how many combinators the game can simulate per update. If it can be sped up in some way anyways that would...

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