Search found 1240 matches

by Qon
Sat Jul 13, 2019 12:17 pm
Forum: Wiki Talk
Topic: Wiki Request: Prototype/MapSettings
Replies: 4
Views: 510

Re: Wiki Request: Prototype/MapSettings

Thanks <3
by Qon
Sat Jun 22, 2019 4:11 pm
Forum: Questions, reviews and ratings
Topic: Looking for MOD which calculates the amount of visible resources
Replies: 4
Views: 239

Re: Looking for MOD which calculates the amount of visible resources

But I was looking for a mod which provides just with information about how many resources there are on the visible map . Define visible map? If you mean just the resources that you can see on the map with the current zoom and position in map view, that is impossible. A selection tool like https://m...
by Qon
Sat Jun 22, 2019 10:14 am
Forum: Won't fix.
Topic: [Oxyd] [0.17.28] Factorio forgets what shortcut slots I have enabled/disabled
Replies: 7
Views: 488

Re: [Oxyd] [0.17.28] Factorio forgets what shortcut slots I have enabled/disabled

Ah, I see. I think what's happening is that you remove the mods that define the additional shortcuts, which then removes those shortcuts from the configuration. When you then re-add the mods, there is no configuration for their shortcuts in player-config.json, so they get the default configuration....
by Qon
Thu Jun 20, 2019 10:22 pm
Forum: Won't fix.
Topic: [Oxyd] [0.17.28] Factorio forgets what shortcut slots I have enabled/disabled
Replies: 7
Views: 488

Re: [0.17.28] Factorio forgets what shortcut slots I have enabled/disabled

It doesn't happen every time I load a savefile. My settings just occasionally disappear. I think it's related to using different saves and/or mod setups. I have different mods for different savefiles and I make new mods and install new mods and sync mods to saves and bugtest all the time. And then w...
by Qon
Thu Jun 20, 2019 12:21 pm
Forum: Modding discussion
Topic: displaying logistic-robots on Mapview/Minimap?
Replies: 4
Views: 184

Re: displaying logistic-robots on Mapview/Minimap?

There's also the mod: https://mods.factorio.com/mod/Visible_Bots PS: I wrote this in Modding Discussion since we weren't able to find a setting for this in vanilla [ver.: 0.17.50], so we thought "why not writing a mod for this?" And this is the wrong forum section for mod requests anyway. https://fo...
by Qon
Thu Jun 13, 2019 10:24 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 16067

Re: Friday Facts #297 - New resource icons

I don't know if this has been said but randomized ores have 1 major disadvantage: If belts aren't completely packed but for, say 90%, then this is almost impossible to spot because you cannot see the distance between ores anymore. You could at least read the post before yours. You sound like a troll.
by Qon
Wed Jun 12, 2019 11:21 pm
Forum: Modding help
Topic: Dependencies: Are "optional requirements" possible at all?
Replies: 51
Views: 851

Re: Dependencies: Are "optional requirements" possible at all?

For better thread readability for future readers i'll put the non-coding bits of the discussion into a spoiler. But code understandability and maintainability are judged by professionals. This imho is a typical "only cooks are allowed to judge the taste of meals" statement. In a factorio context the...
by Qon
Wed Jun 12, 2019 6:54 pm
Forum: General discussion
Topic: Challenge: maximum net energy from a blue belt of coal
Replies: 62
Views: 3690

Re: Challenge: maximum net energy from a blue belt of coal

productivity does make the recipe cheaper and faster . This is actually wrong. Proc 3 modules make machines : For a recipe needing n seconds to be crafted in a given AM, with 4 prod 3s, you'll craft 1.4 recipe every cycle, but every cycle will take you n*(1+60%), which is 1.6n in other words, you c...
by Qon
Wed Jun 12, 2019 1:00 pm
Forum: Ideas and Suggestions
Topic: Suggestion: Allow enabling/disabling artillery turrets with circuit network
Replies: 5
Views: 241

Re: Suggestion: Allow enabling/disabling artillery turrets with circuit network

Right now I can control the inserter that adds shells to the turret, but that means the artillery can cache 4 shells (iirc it was 4, maybe 5?), which it may fire an arbitrary amount of time later. You can take them out again with an extractor. An extractor is an inserter that is pointing away from ...
by Qon
Wed Jun 12, 2019 10:09 am
Forum: Modding help
Topic: Dependencies: Are "optional requirements" possible at all?
Replies: 51
Views: 851

Re: Dependencies: Are "optional requirements" possible at all?

Any professional programmer will understand the simple functional style. Without a formal introduction, it is probably not known to many amateurs. But code understandability and maintainability are judged by professionals. Do you not percieve yourself as extremely patronizing and arrogant? To me it...
by Qon
Tue Jun 11, 2019 9:30 pm
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 89
Views: 4369

Re: Question - Is Inserter item drop position intuitive?

I'm not sure if I understand your problem. You'd like to fill top-right side of the belt on the corner? The EC setup has 3 inserter positions that put items on the "left side" (right from the belts perspective) and only 1 that drops items on the other side (stack inserters). That is one problem I h...
by Qon
Tue Jun 11, 2019 9:22 pm
Forum: Modding help
Topic: Dependencies: Are "optional requirements" possible at all?
Replies: 51
Views: 851

Re: Dependencies: Are "optional requirements" possible at all?

You said normalization was hundreds of lines. It was off by an order of magnitude of how I would solve it so I was confused if normalization was all that was going on in those lines. Turns out you did some other things also, like changing defaults and restructuring to your own format. But you said m...
by Qon
Tue Jun 11, 2019 7:23 pm
Forum: Modding help
Topic: Dependencies: Are "optional requirements" possible at all?
Replies: 51
Views: 851

Re: Dependencies: Are "optional requirements" possible at all?

Your coding style is pretty difficult to read with all those unnamed variables. If you add proper indentation and named variables to that you are already at 100+ lines. "proper indendation and line breaks" still don't get it above 50 lines. Longer variable names don't increase line count. And the 1...
by Qon
Tue Jun 11, 2019 7:13 pm
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 89
Views: 4369

Re: Question - Is Inserter item drop position intuitive?

Well my problem with the current system is this:
Image

Also, what concrete mod are you using?
by Qon
Tue Jun 11, 2019 6:25 pm
Forum: Modding help
Topic: [Done] Map Pre-sets
Replies: 5
Views: 143

Re: Map Pre-sets

I can't find them in map-gen-presets or map-settings but moisture and aux are noise-layer s data.raw['noise-expression']["control-setting:aux:bias"] ["control-setting:aux:bias"] = { expression = { expression_id = "literal-number:0", literal_value = 0, type = "literal-number" }, name = "control-setti...
by Qon
Tue Jun 11, 2019 5:45 pm
Forum: Modding help
Topic: Dependencies: Are "optional requirements" possible at all?
Replies: 51
Views: 851

Re: Dependencies: Are "optional requirements" possible at all?

Normalize recipes into a non-ambigious form obviously. If you think that's only a few lines of code you haven't really looked at all the stuff that recipes can contain. That sounds like 10 times too many lines though. I looked at the Recipe documentation. There's several things to Qonsider but noth...
by Qon
Tue Jun 11, 2019 8:50 am
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 89
Views: 4369

Re: Question - Is Inserter item drop position intuitive?

The rules are Qonvoluted enough that I probably will forget some cases after some time of not using belts. And then the possibility to recreate that knowledge by extrapolating from the cases that I do remember would be helpful. But as the rules are now which side the items end up on in some cases is...
by Qon
Mon Jun 10, 2019 10:19 pm
Forum: Modding help
Topic: Dependencies: Are "optional requirements" possible at all?
Replies: 51
Views: 851

Re: Dependencies: Are "optional requirements" possible at all?

eradicator wrote:
Mon Jun 10, 2019 7:06 pm
therefore i highly recommend writing a function around it (just a few hundred lines of highly annoying code :p.) or *gosh* hardcoding the shit....
What exactly is the code supposed to do? Just reading a few values doesn't require hundreds of lines of code...

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