Already exists in the form of inserters. There are a couple of mods that provide faster inserters, if that is what you are looking for.adiz75 wrote: Sun Jul 07, 2019 7:35 pm As the subject says, is it possible to make a inv<->inv (1x1) loader?
Search found 344 matches
- Mon Jul 08, 2019 6:18 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 260320
Re: Is a inventory to inventory compact loader possible?
- Sun Jul 07, 2019 4:11 pm
- Forum: Modding help
- Topic: Functions within tables (LUA-Question)
- Replies: 12
- Views: 3783
Re: Functions within tables (LUA-Question)
Worth mentioning here is probably also this: https://lua-api.factorio.com/latest/Global.html If I understand this correct the metatables in the global tables are gone when you save the game, so without the "re-loading" in the on_load event this wouldn't work at all.
Not just metatables ...
- Sun Jul 07, 2019 7:56 am
- Forum: Modding help
- Topic: Functions within tables (LUA-Question)
- Replies: 12
- Views: 3783
Re: Functions within tables (LUA-Question)
EDIT : Ok, I definitely don't know what I am doing here. Your code works, and mine has some unwanted side-effects.
I ended up using your code example. Thanks again...
Instead of going down this route, I suggest you turn 'sum' into a normal function with a table argument. Why? You don't have to ...
- Sat Jun 22, 2019 7:45 pm
- Forum: Modding help
- Topic: New wire_type
- Replies: 1
- Views: 1041
Re: New wire_type
No, there is no way to add additional wire colors. See viewtopic.php?f=221&t=49959
- Sat Jun 22, 2019 9:23 am
- Forum: Implemented mod requests
- Topic: New gui elements for use
- Replies: 12
- Views: 4328
Re: New gui elements for use
Seconded, give us more GUI elements to play with :)
Tabbed frames (agui::TabbedFrames)
Already possible with what we currently have, but it is a hassle. A proper implementation would make using them so much easier.
Maybe the event related to changing the slider fires a lot of times per ...
Tabbed frames (agui::TabbedFrames)
Already possible with what we currently have, but it is a hassle. A proper implementation would make using them so much easier.
Maybe the event related to changing the slider fires a lot of times per ...
- Thu Jun 20, 2019 9:06 am
- Forum: Modding discussion
- Topic: displaying logistic-robots on Mapview/Minimap?
- Replies: 4
- Views: 4554
Re: displaying logistic-robots on Mapview/Minimap?
show-logistic-robots-on-map is a debug option. If you press F4 you can enable it permanently.
- Wed Jun 19, 2019 2:39 pm
- Forum: General discussion
- Topic: [Poll] 0.17 Quickbar
- Replies: 34
- Views: 11567
Re: [Poll] 0.17 Quickbar
I do not mind an option that does what you would like it to do, but would not use it.
Here is why I like the new QB:
Items showing up on/vanishing from the quickbar automatically was annoying. No, I do not want random debris I just picked up to show up on my quickbar.
It is no longer an ...
Here is why I like the new QB:
Items showing up on/vanishing from the quickbar automatically was annoying. No, I do not want random debris I just picked up to show up on my quickbar.
It is no longer an ...
- Wed Jun 19, 2019 11:23 am
- Forum: Railway Setups
- Topic: Rail Bridges experiments
- Replies: 7
- Views: 6053
Re: Rail Bridges experiments
overlap.jpg
That is what I meant. By no means a criticism of the mod (it's aweseome and I use it myself), but Wube could not release it like that for vanilla. So they'd have to come up with a way to hide the train going below the bridge that does look good. Pretty difficult imo with Factorio's ...
That is what I meant. By no means a criticism of the mod (it's aweseome and I use it myself), but Wube could not release it like that for vanilla. So they'd have to come up with a way to hide the train going below the bridge that does look good. Pretty difficult imo with Factorio's ...
- Wed Jun 19, 2019 6:59 am
- Forum: Railway Setups
- Topic: Rail Bridges experiments
- Replies: 7
- Views: 6053
Re: Rail Bridges experiments
Bridges... awesome concept that needs to be in the core game.
And now that there is a mod for it there is finally a chance that it might happen.
The problem is and always has been: how to render bridges properly in Factorio's 2D engine? For a mod it is perfectly OK to just not care and show ...
- Tue Jun 18, 2019 7:32 pm
- Forum: Logistic Train Network
- Topic: [0.17/0.18] LTN Combinator
- Replies: 104
- Views: 66805
Re: [0.17] LTN Combinator
i seem to have encountered a bug on 0.17.50 and mod version 0.3.4 (as of writing the most recent versions available).
when i set some manual signals in the gui of the combinator they are first visible while setting, and visible when closing the gui and mousing over the combinator (both in the ...
- Tue Jun 18, 2019 7:24 pm
- Forum: Modding help
- Topic: [Resolved] Random Question
- Replies: 4
- Views: 1784
Re: Random Question
local area = {{x_offset - radius, x_offset - radius}, {x_offset + radius, x_offset + radius}}
You are using x_offset twice and y_offset not at all.
because math.random with values smaller then 317 results in the same value: https://forums.factorio.com/viewtopic.php?t=19353#p123786
That is ...
You are using x_offset twice and y_offset not at all.
because math.random with values smaller then 317 results in the same value: https://forums.factorio.com/viewtopic.php?t=19353#p123786
That is ...
- Tue Jun 18, 2019 6:56 pm
- Forum: Modding help
- Topic: "defines.events"
- Replies: 2
- Views: 1365
Re: "defines.events"
Subscribing a second time to the same event will overwrite the first one.
script.on_event(defines.events.on_tick, on_tick_handler(event)) -- on_tick_handler will never be called
script.on_event(defines.events, all_events_handler(event)) -- registers for ALL events, including on_tick
If you ...
script.on_event(defines.events.on_tick, on_tick_handler(event)) -- on_tick_handler will never be called
script.on_event(defines.events, all_events_handler(event)) -- registers for ALL events, including on_tick
If you ...
- Sat Jun 15, 2019 4:50 pm
- Forum: Modding help
- Topic: rail_pictures()
- Replies: 1
- Views: 1123
Re: rail_pictures()
At the beginning of entities.lua you can find:
rail_pictures = function()
return rail_pictures_internal({
{"metals", "metals", mipmap = true},
{"backplates", "backplates", mipmap = true},
{"ties", "ties", variations = 3},
{"stone_path", "stone-path", variations = 3},
{"stone_path_background ...
rail_pictures = function()
return rail_pictures_internal({
{"metals", "metals", mipmap = true},
{"backplates", "backplates", mipmap = true},
{"ties", "ties", variations = 3},
{"stone_path", "stone-path", variations = 3},
{"stone_path_background ...
- Sat Jun 15, 2019 12:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.49] Trains can pass thru each other at speed.
- Replies: 8
- Views: 9240
Re: [kovarex] [0.17.49] Trains can pass thru each other at speed.
Oh no, someone reported it. Goodbye ghost trains
- Fri Jun 14, 2019 7:44 pm
- Forum: General discussion
- Topic: Redesign the entire railway system. Again!
- Replies: 20
- Views: 11438
Re: Redesign the entire railway system. Again!
Increasing CPU for trains:
...
- Long trains (are slower than several small)
While a single long train might cause more CPU load due to the issues you mention, you have to remember that you can't just replace one long train with a short one. Shorter trains = more trains, which is going to ...
- Thu Jun 13, 2019 5:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.45][Modded GUI] "Enter" key sets selected state for focused LuaGuiElement button
- Replies: 3
- Views: 3063
Re: [kovarex] [0.17.45][Modded GUI] "Enter" key sets selected state for focused LuaGuiElement button
Thanks for having a look. However, this only solves the most common cause of the problem, not the underlying problem itself. It is still possible to focus buttons with the focus() method or the mouse. If you then hit Enter/Return, the button is toggled into the selected state and stays that way. I ...
- Wed Jun 12, 2019 4:58 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 431049
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
I really like your art style. So far, I never got into any of the big conversion mods, but that might change when DIR is finished.
ME: Must finish that electric arc furnace.
ME:
ME: But it's difficult
ME:
ME:
ME: Keep meaning to change that info signal icon
(2 hours later)
ME: What was I ...
ME: Must finish that electric arc furnace.
ME:
ME: But it's difficult
ME:
ME:
ME: Keep meaning to change that info signal icon
(2 hours later)
ME: What was I ...
- Wed Jun 12, 2019 2:18 pm
- Forum: Modding discussion
- Topic: Some questions about GUIs
- Replies: 9
- Views: 3363
Re: Some questions about GUIs
Thanks for the help so far.
Next question:
Does a on_focus event exist? and how can i find out, if an element is focused?
No, at least not directly, and you can't. A lot of GUI related stuff (mouse position, cursor position in a text field, the focused element) is not part of the game state ...
- Mon Jun 10, 2019 3:05 pm
- Forum: Modding help
- Topic: Dependencies: Are "optional requirements" possible at all?
- Replies: 51
- Views: 11316
Re: Dependencies: Are "optional requirements" possible at all?
If you just want to keep the same value you don't have to define it all. That way your recipe will also use the default value and automatically update in case that ever gets changed. If you need the actual value to calculate something from it, there is no way around hard-coding it.
local default ...
local default ...
- Mon Jun 10, 2019 1:48 pm
- Forum: Modding help
- Topic: Dependencies: Are "optional requirements" possible at all?
- Replies: 51
- Views: 11316
Re: Dependencies: Are "optional requirements" possible at all?
I want to read the crafting time (energy_required) for that new item, but If I try to access data.raw.recipe['item'].energy_required from data-updates.lua, I get a nil value. However, energy_required has a default value, and that value is also used in the game. I thought I could use the value from ...