Search found 6042 matches

by bobingabout
Mon Dec 17, 2018 10:55 am
Forum: Ideas and Suggestions
Topic: When mining drills run out of expected resources, they should mark themselves for deletion
Replies: 16
Views: 320

Re: When mining drills run out of expected resources, they should mark themselves for deletion

And honestly I wouldn't want my inventory getting cluttered with the potentially hundreds of mining drills and their upgrades. Why would your inventory get cluttered up by this? wouldn't it go to the storage chests of your outpost's roboport network? I see where you're coming from, but I generally ...
by bobingabout
Fri Dec 14, 2018 9:54 am
Forum: Ideas and Suggestions
Topic: Load modules from directories without version
Replies: 10
Views: 204

Re: Load modules from directories without version

I guess I AM doing it wrong then. Also, I don't use Git. Git is a complicated foreign language to me that I just don't understand. Which you know already, you've seen some of my commits. you've seen me begging for help in source access and go completely ignored, or told to figure it out myself. (tho...
by bobingabout
Fri Dec 14, 2018 9:51 am
Forum: Ideas and Requests For Mods
Topic: [Mod Requests] Wall Gates
Replies: 4
Views: 88

Re: [Mod Requests] Wall Gates

Actually, I don't think gates were implemented until version 0.12.
by bobingabout
Fri Dec 14, 2018 9:45 am
Forum: Ideas and Suggestions
Topic: Move runtime-global mod settings to Map generator
Replies: 6
Views: 130

Re: Move runtime-global mod settings to Map generator

I haven't tried it myself, but in theory, the settings are saved in the save game, so if the settings no longer match when the game is loaded, it SHOULD fire the same settings changed events as if you had changed them there and then in the running game. I don't know what actually happens, but in the...
by bobingabout
Fri Dec 14, 2018 9:37 am
Forum: Ideas and Suggestions
Topic: Load modules from directories without version
Replies: 10
Views: 204

Re: Load modules from directories without version

I dunno, maybe I'm doing it wrong, but when I write my mods... they're in the final directory structure on my hard drive, in the mods folder of the factorio install. I edit them directly. I don't use git, and my backups are simply to compress either the entire mods folder, or the specific mod in a r...
by bobingabout
Fri Dec 14, 2018 9:24 am
Forum: Ideas and Suggestions
Topic: When mining drills run out of expected resources, they should mark themselves for deletion
Replies: 16
Views: 320

Re: When mining drills run out of expected resources, they should mark themselves for deletion

Darinth wrote:
Thu Dec 13, 2018 2:05 pm
And honestly I wouldn't want my inventory getting cluttered with the potentially hundreds of mining drills and their upgrades.
Why would your inventory get cluttered up by this? wouldn't it go to the storage chests of your outpost's roboport network?
by bobingabout
Thu Dec 13, 2018 10:13 am
Forum: Modding help
Topic: help with factorio and lua (functions and if)
Replies: 11
Views: 157

Re: help with factorio and lua (functions and if)

How i can work with items from your mod in our recipies, like zinc ore, without implement them in our mod. How can i cross it? The easiest way is if you set my mod's name as a dependancy in the info.json file, that will force my mod to load before yours. A safe way to make sure it exists before doi...
by bobingabout
Thu Dec 13, 2018 10:06 am
Forum: Modding help
Topic: Where to install mods
Replies: 5
Views: 66

Re: Where to install mods

Appdata is a windows folder, a system folder for users. it is accessible if you enter %APPDATA% in the address bar of any explorer window. if you installed via steam, you will need to use this directory. if you didn't, then you will likely need to instead use the mods folder in your factorio directo...
by bobingabout
Thu Dec 13, 2018 8:57 am
Forum: Balancing
Topic: Research changes
Replies: 3
Views: 261

Re: Research changes

I can comfirm that the tech tree has had a full overhaul for 0.17. Many technologies have been split up, and several dependancies changed, even a couple of technologies removed.

As for what exactly, you'll find out when it releases soon.
by bobingabout
Thu Dec 13, 2018 8:55 am
Forum: Ideas and Suggestions
Topic: Better compression for savegames
Replies: 15
Views: 249

Re: Better compression for savegames

I believe Factorio uses the Zip format in it's save games. Part of the reason the compression is so crap is that it's optimised more for speed, to minimise the interuption during gameplay.
by bobingabout
Thu Dec 13, 2018 8:52 am
Forum: Ideas and Suggestions
Topic: Organize saves into folders by game/world
Replies: 21
Views: 1715

Re: Organize saves into folders by game/world

Jap2.0 wrote:
Wed Dec 12, 2018 8:34 pm
This is one of those little things that you don't realize is missing until someone points it out, and then you can't live without it.
or you don't know it's missing until you try to use it, and find there is no such feature.
by bobingabout
Thu Dec 13, 2018 8:46 am
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 4554

Re: Friday Facts #272 - Mod GUI

MicFac wrote:
Sun Dec 09, 2018 9:23 am
Lubricus wrote:
Sun Dec 09, 2018 8:39 am
Couldn't a mod pack just be an "empty" mod with dependencies?
The feature to easily download and activate all the dependencies for a mod would anyhow be welcome.
Good idea. A feature to automatically download dependencies would be very nice.
definitely.
by bobingabout
Wed Dec 12, 2018 9:10 am
Forum: Modding help
Topic: help with factorio and lua (functions and if)
Replies: 11
Views: 157

Re: help with factorio and lua (functions and if)

Alternatively, you could make the if statement a function that returns a value.

look at demo_enemies.lua at how the spawner works, the biters spawn table contains an if demo check, and they used a function to make it work.
by bobingabout
Wed Dec 12, 2018 9:06 am
Forum: Ideas and Suggestions
Topic: Load modules from directories without version
Replies: 10
Views: 204

Re: Load modules from directories without version

I still think the fact that it is mandatory for the folder to have the version number in it's name is a huge pain in the arse. zip files, as downloaded from the mod portal, I can understand. but when you're working on a mod, in the directory of the game, constantly having to change the folder name i...
by bobingabout
Wed Dec 12, 2018 9:04 am
Forum: Ideas and Suggestions
Topic: Organize saves into folders by game/world
Replies: 21
Views: 1715

Re: Organize saves into folders by game/world

Doesn't necessarily have to be per game, but I still agree that we should have some sort of directory system.
by bobingabout
Tue Dec 11, 2018 9:01 am
Forum: Modding discussion
Topic: Making new fluid storage tanks... Showcasing, ideas, feedback?
Replies: 16
Views: 487

Re: Making new fluid storage tanks... Showcasing, ideas, feedback?

the number of rotations an entity can have depends on what type of entity it is, for the case of storage tanks, there's 3 options. 1, 2 and 4, so you can't have exactly 3 rotations, and you can't have more than 4.
by bobingabout
Mon Dec 10, 2018 9:03 am
Forum: Modding help
Topic: Help With Lua Require
Replies: 5
Views: 144

Re: Help With Lua Require

Yeah, the require() function needs to contain the full path from mod root.

I know you can require from the core mod too, such as you used to require("util"), but I don't know how that factors into it.
by bobingabout
Mon Dec 10, 2018 8:52 am
Forum: Modding discussion
Topic: Making new fluid storage tanks... Showcasing, ideas, feedback?
Replies: 16
Views: 487

Re: Making new fluid storage tanks... Showcasing, ideas, feedback?

It's looking pretty good. the only problem I see is that you can only have 1 pipe connection picture per direction per entity. So the front one you've rendered would have to be the same on the right as it is on the left. The reflection would therefore be the issue. Yeah, it does require a little bit...
by bobingabout
Mon Dec 10, 2018 8:47 am
Forum: Ideas and Suggestions
Topic: Amber Lights
Replies: 2
Views: 123

Re: Amber Lights

I have a question.

why?

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