Search found 163 matches

by Hares
Sat Sep 14, 2024 9:43 pm
Forum: Ideas and Suggestions
Topic: Request: Add option to exclude buffer (green) chest inventory from the logistics network
Replies: 7
Views: 978

Re: Request: Add option to exclude buffer (green) chest inventory from the logistics network

Why not just make the buffer in a normal steel chest? You can request in the green (or blue) chest, and then use an inserter to move to the steel chest so the items are "committed." You might object that then you'll end up with double the items buffered. True, but you could also use a com...
by Hares
Sat Sep 14, 2024 1:50 pm
Forum: Ideas and Suggestions
Topic: Request: Add option to exclude buffer (green) chest inventory from the logistics network
Replies: 7
Views: 978

Re: Request: Add option to exclude buffer (green) chest inventory from the logistics network

<r><QUOTE author="morsk" post_id="618029" time="1726261123" user_id="50376"><s>[quote=morsk post_id=618029 time=1726261123 user_id=50376]</s> <URL url="https://factorio.com/blog/post/fff-428"><s>[url=https://factorio.com/blog/post/fff-428]</s>FFF #428<e>[/url]</e></URL> may solve this indirectly. I'...
by Hares
Mon Sep 02, 2024 1:01 pm
Forum: News
Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
Replies: 89
Views: 12961

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Huh, you've added "Icon + Name" format for the ore patch tags. Could you make similar one to the blueprint templates so I can name my train stop "<Item Icon> <Item Name> / Unload" ? Isn't that already part of the the new parameterized template system ( FFF-392 )? It may just be ...
by Hares
Sun Sep 01, 2024 4:17 pm
Forum: Bug Reports
Topic: [1.1.100] Lua: `require()` absolute and relative path checks are not working
Replies: 1
Views: 218

Re: Lua: `require()` absolute and relative path checks are not working

However, if you ask me, I think that imports with form of "require('./local')" or "require('.local')" should be viable and look up only in the current directory, ignoring mod root or "__core__.lualib". Also, there's another linked problem related to the imports, causing...
by Hares
Sun Sep 01, 2024 3:55 pm
Forum: Bug Reports
Topic: [1.1.100] Lua: `require()` absolute and relative path checks are not working
Replies: 1
Views: 218

[1.1.100] Lua: `require()` absolute and relative path checks are not working

I was discussing how import statements work with @justrandomgeek on Discord ( link ), and he noticed that the relative imports I use in my code should not work. We digged into testing, and I wrote this simple script which I smashed into my `data.lua`: ---- --- @param module ModuleID local function t...
by Hares
Fri Aug 30, 2024 3:07 pm
Forum: Modding interface requests
Topic: Provide function to validate EventData on the given valid EventFilter
Replies: 0
Views: 122

Provide function to validate EventData on the given valid EventFilter

Provide the function on LuaBootstrap with the following prototype: script.validate_filters(event: defines.events, event_data: EventData, filters: EventFilter...) -> boolean Accepts the event ID, the passed event data and a valid (i.e. registered) event filter. Returns true if and only if that event ...
by Hares
Fri Aug 30, 2024 11:19 am
Forum: News
Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
Replies: 89
Views: 12961

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Huh, you've added "Icon + Name" format for the ore patch tags. Could you make similar one to the blueprint templates so I can name my train stop "<Item Icon> <Item Name> / Unload" ?
by Hares
Fri Aug 23, 2024 7:37 pm
Forum: News
Topic: Friday Facts #425 - Behind the legs
Replies: 98
Views: 13533

Re: Friday Facts #425 - Behind the legs

mmmPI wrote: ↑
Fri Aug 23, 2024 7:34 pm
Phauxstus wrote: ↑
Fri Aug 23, 2024 6:52 pm
Each planet having it's own pollution type sounds fun
Fulgora - Robot Warforms - ???
Thunder !
Or Tempest. It will be rising.
by Hares
Fri Aug 23, 2024 1:12 pm
Forum: News
Topic: Friday Facts #425 - Behind the legs
Replies: 98
Views: 13533

Re: Friday Facts #425 - Behind the legs

scarhoof wrote: ↑
Fri Aug 23, 2024 1:03 pm
I really hope so. Especially since they are giving us the RTS tool. To me that implies 1. More RTS-like commands and movement expectations from your troops (I.e. pathfinding around obstacles) and 2. More than just the Spidertron to control.
"Unit reporting." "Moving out."
by Hares
Fri Aug 23, 2024 11:21 am
Forum: News
Topic: Friday Facts #425 - Behind the legs
Replies: 98
Views: 13533

Re: Friday Facts #425 - Behind the legs

You can also share knowledge of already-scanned position between different spidertrons, to improve performance for a taskforce.
by Hares
Sun Aug 18, 2024 5:40 pm
Forum: Mod portal Discussion
Topic: Improving the Mod Portal Search
Replies: 40
Views: 7341

Re: Improving the Mod Portal Search

I have noticed that the default result is now sorted by relevance. THANK YOU!
by Hares
Tue Aug 13, 2024 9:04 am
Forum: Questions, reviews and ratings
Topic: Swap Fluid input/output
Replies: 2
Views: 2135

Re: Swap Fluid input/output

Veaden wrote: ↑
Fri Nov 12, 2021 8:31 am
Is there a mod that allows me to swap the sides of the inputs and outputs for fluids, in oil refineries chemical plants or electrolysis plants.

Thank you in advance
I have a mod for you: https://mods.factorio.com/mod/fluid_permutations
Also this would be default behaviour in 2.0
by Hares
Fri Jul 26, 2024 11:41 am
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 19339

Re: Friday Facts #421 - Optimizations 2.0

Speaking of multi-threaded updates, could it be made so each layer of computation uses it's own thread? One thread for belts, one for machines, one for electric network, and so on. Yes, this may introduce 1-tick lag/delay on some events, but this will make the game overall update time be almost equa...
by Hares
Fri Jul 26, 2024 11:23 am
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 19339

Re: Friday Facts #421 - Optimizations 2.0

pleegwat wrote: ↑
Fri Jul 26, 2024 11:18 am
But what if a chunk is revealed by more than 255 radars?
Yeah, I had similar questions. We 100% need nod which would bump radars until the counter resets to 0.
by Hares
Mon Jul 22, 2024 12:32 pm
Forum: Won't implement
Topic: Allow selection tools to be stored in blueprint library
Replies: 3
Views: 1297

Re: Allow selection tools to be stored in blueprint library

It's probably never going to happen. The blueprint library stores blueprints and only blueprints. Making it store other stuff is essentially completely re-writing it and nobody is going to do that any time soon. I am reading API docs and prototype values and it looks that the default "blueprin...
by Hares
Thu Jul 18, 2024 3:49 pm
Forum: Mod portal Discussion
Topic: Improving the Mod Portal Search
Replies: 40
Views: 7341

Re: Improving the Mod Portal Search

curiosity wrote: ↑
Thu Jul 18, 2024 2:49 pm
Hares wrote: ↑
Thu Jul 18, 2024 10:10 am
Secondly, prioritize fields to search in the following order: title -> tags -> short description -> long description
And mod name above them all.
That's what I called title. :D
by Hares
Thu Jul 18, 2024 10:22 am
Forum: Mod portal Discussion
Topic: [Bug Report] Multi-level lists are broken
Replies: 0
Views: 169

[Bug Report] Multi-level lists are broken

By specification, Markdown should support multi-level lists (in any combination). ### Title Text paragraph. Text block continues. 1. Numbered list p.1 2. Numbered list p.2 - Bullet point 2.1 - Bullet point 2.2 3. Numbered list p.3 Which should look like: Title Text paragraph. Text block continues. N...
by Hares
Thu Jul 18, 2024 10:14 am
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 53
Views: 22296

Re: [One Line Suggestions]

One line suggestions:
  • Add tags for most-popular overhauls/projects (Bob's; SE; K2; AAI; etc.). 3rd-parties may use these tag to mark a mod as specifically designed for the specified modpack (i.e., Space Exploration rocket log).
  • Add preview button to all big message boxes.
by Hares
Thu Jul 18, 2024 10:10 am
Forum: Mod portal Discussion
Topic: Improving the Mod Portal Search
Replies: 40
Views: 7341

Re: Improving the Mod Portal Search

First of all, sort by relevance first by default (not by updated date).
Secondly, prioritize fields to search in the following order: title -> tags -> short description -> long description
by Hares
Fri Jun 28, 2024 11:06 am
Forum: News
Topic: Friday Facts #417 - Space Age development
Replies: 103
Views: 23688

Re: Friday Facts #417 - Space Age development

Earendel's drafts were always over the top when it comes to gameplay complexity, so we usually started by simplifying it to half of its original size, and then half again soon after... but it is way easier to shave off from a prototype, leaving the best bits, rather then creating things from scratc...

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