Search found 65 matches

by protocol_1903
Fri Feb 02, 2024 12:57 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 18350

Re: Friday Facts #396 - Sound improvements in 2.0

DBotThePony wrote: ↑
Fri Feb 02, 2024 12:56 pm
Now the only thing we need is weather conditions, Nauvis is in much need for rain.
Ah, cleaning solar panels or changing outputs dependent on cloud cover would be fun
by protocol_1903
Fri Feb 02, 2024 12:57 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 18350

Re: Friday Facts #396 - Sound improvements in 2.0

fishycat wrote: ↑
Fri Feb 02, 2024 12:54 pm
After zooming in, this lil dude showed up :lol:
Blast. They've evolved! Send word to the western territories to be on high alert!
by protocol_1903
Fri Feb 02, 2024 12:24 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 18350

Re: Friday Facts #396 - Sound improvements in 2.0

I love the new sounds of assemblers, and the new inventory sounds are interesting but refreshing. Vehicles sound amazing. Mining drills sound great, i know that was a main reason you wanted it cuz the current ones dont have the dynamic sounds.

+5 points for foundry "bonk" noise :)
by protocol_1903
Thu Feb 01, 2024 8:48 am
Forum: Mod portal Discussion
Topic: Finding dependents on a mod
Replies: 2
Views: 528

Re: Finding dependents on a mod

Figured as much. Thank you for the information.
by protocol_1903
Thu Feb 01, 2024 4:45 am
Forum: Mod portal Discussion
Topic: Finding dependents on a mod
Replies: 2
Views: 528

Finding dependents on a mod

Is there a way to find mods that are dependents (not dependencies) of another mod? Like you have Space Exploration, is there a way to find mods that depend on Space Exploration as a required/optional dependency? Or would you have to manually scrape the mod portal?
by protocol_1903
Sat Jan 27, 2024 11:28 pm
Forum: Modding help
Topic: Script "undo" interactions
Replies: 2
Views: 292

Re: Script "undo" interactions

Fixed one problem. Still looking for how to add something to the "undo buffer"
by protocol_1903
Sat Jan 27, 2024 11:07 pm
Forum: Modding help
Topic: Script "undo" interactions
Replies: 2
Views: 292

Script "undo" interactions

Is there a way to add an entity created by a script (such as a pipe or belt) to the "undo" buffer so that it would be the next thing undone?

Is there a generic way to modify the "undo" buffer so that interactions done by scripts are not added?
by protocol_1903
Sat Jan 27, 2024 5:04 am
Forum: Modding help
Topic: Trying to check type of energy_interface
Replies: 4
Views: 632

Re: Trying to check type of energy_interface

Sorry for the late reply, but your advice worked! Thanks for the help! I used this to develop the Powerless mod.
by protocol_1903
Sat Jan 27, 2024 4:40 am
Forum: Modding help
Topic: Rotate pipe entities
Replies: 1
Views: 377

Rotate pipe entities

Hello, I was wondering if it was possible to rotate pipe entities. In this case, I mean non-standard pipes with only two outputs, opposite from each other. Like this: Screenshot 2024-01-26 213847.png It would only have the two pipe_connections, opposite from each other. Do I need to specify a flag o...
by protocol_1903
Tue Jan 23, 2024 7:38 am
Forum: Ideas and Suggestions
Topic: Reactors lose energy to the air when not powered.
Replies: 8
Views: 1661

Non-Electric Energy Source Drain (+ Heat Pipe Drain)

TL;DR Energy sources that are not electrical (burner, fluid, heat) should be able to have a passive drain just like electric energy sources. What ? I would like to see the option for entities that use burnable fuel, such as furnaces and boilers, have the option to constantly drain fuel just like mo...
by protocol_1903
Tue Jan 23, 2024 7:35 am
Forum: Ideas and Suggestions
Topic: Undergroud heat pipe
Replies: 7
Views: 2364

Re: Undergroud heat pipe

+1 ping for 2.0, as well as a general nuclear/heat overhaul would be neat.
by protocol_1903
Tue Jan 23, 2024 7:13 am
Forum: Ideas and Suggestions
Topic: Burner inserter fuel bonus
Replies: 56
Views: 17460

Re: Burner inserter fuel bonus

+1 Would love to see this change. I would also like to add the possibility of other entities working faster with better fuel. Maybe a new fuel stat called "speed multiplier" or something? If that change does come to pass, I would also like to see it implemented in fluid consuming entities ...
by protocol_1903
Fri Jan 12, 2024 11:19 pm
Forum: Fixed for 2.0
Topic: [1.1.101] Burner filter inserters cannot pick up fuel not in whitelist
Replies: 1
Views: 515

[1.1.101] Burner filter inserters cannot pick up fuel not in whitelist

Problem Inserters that have a burner energy source and have filters that prevent them from picking up fuel even though the inserter arm paths towards applicable fuel sources. I've been developing a mod that turns every entity into a burner variant. Inserters were the first target, as they required ...
by protocol_1903
Sat Dec 23, 2023 1:22 pm
Forum: Modding help
Topic: Trying to check type of energy_interface
Replies: 4
Views: 632

Re: Trying to check type of energy_interface

You don't want to check everything below data.raw, but only the prototypes of the type "assembling-machine". I want to change every entity possible, not just every assembling machine. By the way, I've always found it helpful for debugging to log the value of the loop variables. This would...
by protocol_1903
Sat Dec 23, 2023 8:09 am
Forum: Modding help
Topic: Trying to check type of energy_interface
Replies: 4
Views: 632

Trying to check type of energy_interface

I'm trying to run the following code to check if a machine uses electricity, then change it to burner once that is done. It loads into Factorio but for whatever reason it isn't working. It is probably something wrong with the syntax, I'm new to LUA. I think its something with how I'm checking the so...
by protocol_1903
Mon Dec 11, 2023 10:16 pm
Forum: Ideas and Suggestions
Topic: Dynamic Barreling Recipes Unlock (and other changes)
Replies: 2
Views: 503

Re: Dynamic Barreling Recipes Unlock (and other changes)

Somewhat? Maybe? Im not entirely sure what you're asking.
by protocol_1903
Mon Dec 04, 2023 3:45 am
Forum: Ideas and Suggestions
Topic: Dynamic Barreling Recipes Unlock (and other changes)
Replies: 2
Views: 503

Dynamic Barreling Recipes Unlock (and other changes)

TL;DR Barreling recipes should be unlocked when both the technology and fluid are unlocked. What? Currently, barreling and unbarreling recipes unlock all at once. This can be overwhelming for new players, while also being misleading as most of said recipes are not unlocked until a later time. I bel...
by protocol_1903
Sun Nov 12, 2023 6:39 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 332
Views: 64018

Re: Friday Facts #384 - Combinators 2.0

Underground belts seems can only supply content. I doubt it would be useful to change moving direction. I meant it like how belts and circuits work, where they can be enabled/disabled and read belt contents. Switching directions seems a bit too niche and out of the way, as it would make more sense ...
by protocol_1903
Sat Nov 11, 2023 3:23 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 332
Views: 64018

Re: Friday Facts #384 - Combinators 2.0

Also, how about a signal mode for the power switch, so it can be used to disconnect signal lines instead of power? Would be really helpful for debugging signal networks if you could easily isolate a section with a switch from the map and see if that problematic signal is still showing up on the lin...
by protocol_1903
Sat Nov 11, 2023 3:20 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 332
Views: 64018

Re: Friday Facts #384 - Combinators 2.0

I think it would be nice for setting which color wires are inputs and outputs for inserters. So red wire sets filters or enables/disables, while green wire is where read hand contents goes. Same for belts. Another idea: allow circuit signals to enable/disable splitters, set filters (but not which si...

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