Search found 1717 matches
- 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 ...
- 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...
I would have preferred JavaScript though. Any chance you will make DraftsmanJS as well?

I would have preferred JavaScript though. Any chance you will make DraftsmanJS as well?

- 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...
- 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...
- 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...
- 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...
- Fri May 20, 2022 10:54 am
- Forum: Ideas and Suggestions
- Topic: Unified Statistics Panel
- Replies: 11
- Views: 887
- Tue May 17, 2022 9:38 pm
- Forum: Ideas and Suggestions
- Topic: Unified Statistics Panel
- Replies: 11
- Views: 887
- 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 ...
- 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
Use the edit button.FuryoftheStars wrote: ↑Thu May 05, 2022 3:04 pmWhoops. Meant ~4k planters and ~3k-3.5k saplings.FuryoftheStars wrote: ↑Thu May 05, 2022 12:25 pmI noticed that at ~2k planters with ~1.5k saplings growing I was taking a 5-10 ups hit.
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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, YOU are what's right with the wiki <3Bilka wrote: ↑Fri Apr 22, 2022 1:22 pmbut 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.
- 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 ...
- 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.
Also, "script" is only available in control stage. Take the code inside the function and just execute it directly.