Search found 61 matches

by AenAllAin
Sat Aug 21, 2021 3:56 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 283
Views: 79704

Re: Friday Facts #365 - Future plans

Kovarex you need to do what most devs hate doing: manage your time and work-life balance (instead of being drawn into your development so completely). I think you need a personal/dev assistant; someone to tie up loose-ends when you get pulled away on something else, to track the tasks/things that ar...
by AenAllAin
Thu Jan 25, 2018 9:38 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 211696

[Bots] Bot-tle your Rage

TL;DR Stop suggesting your bot-hate problems, become other peoples' bot-love problems via not so subtle bot-nerf suggestions. What ? If your only path to making a game balanced is destroying the parts you don't appreciate or prefer, then the issue is more your lack of imagination than it is an issu...
by AenAllAin
Thu Jan 25, 2018 9:20 pm
Forum: Ideas and Suggestions
Topic: [UI Improvement] Armor-Battery Power Details
Replies: 0
Views: 280

[UI Improvement] Armor-Battery Power Details

TL;DR Add a way to see more detailed information about the status of the battery and power for your armor. What ? In reference to the power for my suit of armor, I love (a) not knowing how much power I have when full, (b) that my battery and power source are not broken when one of my modules is bei...
by AenAllAin
Sat Aug 05, 2017 3:56 pm
Forum: Duplicates
Topic: [0.12.29] Starting in the middle of an ocean
Replies: 166
Views: 35494

Re: [0.12.29] Starting in the middle of an ocean

I don't see this as a bug either; it is at most the lack of a feature. I also don't think it is worth wasting the time and effort to add a fix since it is so rare and the work-around of just restarting is so easy.
by AenAllAin
Fri Aug 04, 2017 9:28 pm
Forum: Duplicates
Topic: [0.12.29] Starting in the middle of an ocean
Replies: 166
Views: 35494

Beginners Luck

LOL! ...my favorite start by far!
by AenAllAin
Tue Feb 14, 2017 10:26 pm
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 559
Views: 188145

Re: Thank you (Make the dev-team happy today!)

Attempting to explain to you why we can't just "make it use multiple cores" doesn't seem like a good investment of my time. PSST: Rseding91 and Sparkysam https://www.factorio.com/blog/post/fff-151 :geek: I know that FF exists but we tried it and it didn't pan out. There aren't any section...
by AenAllAin
Thu Nov 17, 2016 11:38 pm
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 559
Views: 188145

Re: Thank you (Make the dev-team happy today!)

Hello, my name is AenAllAin, and ...I am a Factorio addict. I know that the first step towards dealing with addiction is admitting that you have a problem, and that is why I am here to day. For me it all began about 6 months ago on that tragic day when my brother told me, "Dude! You have to pla...
by AenAllAin
Fri Sep 16, 2016 10:57 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 95445

Re: [MOD 0.13.x] Modular Armor Revamp

@Ranakastrasz: I appreciate that you took it constructively as it was meant, and you make some very good counter-points to my criticism. My apologies if I sounded overly negative and harsh (reading it again, I feel like I focused too much on the negative and ignored a lot of the positives). I totall...
by AenAllAin
Fri Sep 16, 2016 5:42 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 326
Views: 95445

Re: [MOD 0.13.x] Modular Armor Revamp

In my opinion, this is mod is honestly one of the worst in the game; it is definitely one of the worst I have ever tried. I think the main reason for this impression is that it seems to be mis-categorized. This mod is listed under the somewhat benign category of "New Items, Entities, Extensions...
by AenAllAin
Thu May 19, 2016 2:13 am
Forum: Already exists
Topic: More access to player crafting queue
Replies: 3
Views: 4245

Re: More access to player crafting queue

Oh! Sweet! Thanks ...I knew I was forgetting to check something; sorry.
by AenAllAin
Wed May 18, 2016 11:36 pm
Forum: Already exists
Topic: More access to player crafting queue
Replies: 3
Views: 4245

Re: More access to player crafting queue

Can I bump this request? ...I just started working on a mod I call IdleHands to keep your player crafting queue running when you are not using it actively; it sets item slots and quantities (with an infinite option) just like setting a requester chest slot, but instead it would trigger you to manual...
by AenAllAin
Wed May 18, 2016 11:02 pm
Forum: Modding help
Topic: Duplicating Blueprint Icon display .. Scaling Tables
Replies: 0
Views: 245

Duplicating Blueprint Icon display .. Scaling Tables

I'm trying to make a button for a selected blueprint item and duplicate the icon appearance ...how can I do that? Here is the code I am using at the moment, which works but not as desired: if event.element.parent.name == "registry" then e_registry = event.element.parent e_schematic = event...
by AenAllAin
Wed May 18, 2016 10:31 pm
Forum: Not a bug
Topic: [0.12.33; mod API] Disconnected Inventories lose item state
Replies: 3
Views: 709

Re: [0.12.33; mod API] Disconnected Inventories lose item state

Alright, I got it all working. Thanks for the help. Hopefully, my approach is correct. Here is the working version of the code just for future reference: local l_inventory = global.blueprinter.inventory[ l_player.index ].get_inventory( defines.inventory.player_main ) local s_stack = l_player.cursor_...
by AenAllAin
Wed May 18, 2016 8:43 pm
Forum: Not a bug
Topic: [0.12.33; mod API] Disconnected Inventories lose item state
Replies: 3
Views: 709

Re: [0.12.33; mod API] Disconnected Inventories lose item state

l_inventory.insert(s_stack) That doesn't make an exact copy of the stack, that just inserts a new empty blueprint into the inventory as if you did "insert({name="belueprint", count=1})" What you want is: http://lua-api.factorio.com/0.12.33/LuaItemStack.html#set_stack which will ...
by AenAllAin
Wed May 18, 2016 8:34 pm
Forum: Modding help
Topic: Collision Box Rotation[?]
Replies: 7
Views: 1361

Re: Collision Box Rotation[?]

Rseding91 wrote:Factorio was not built with rotatable non-square building entities in mind and as such it probably just won't work correctly for what you're after.
Aww ...so; it does have to be a square then? Ok; thanks for the answer.
by AenAllAin
Wed May 18, 2016 8:30 pm
Forum: Modding help
Topic: Feasibility Question - Mod to control assembler output?
Replies: 14
Views: 2496

Re: Feasibility Question - Mod to control assembler output?

... It wouldn't have been that hard to say LuaEntity::get_circuit_input(connectorIndex) You know absolutely nothing about how much work is involved in adding anything in. @ratchetfreak: Aww! Come on dude; that is harsh. Just relax a little bit. They made some software and decided to do early access...
by AenAllAin
Wed May 18, 2016 7:46 pm
Forum: Modding help
Topic: Collision Box Rotation[?]
Replies: 7
Views: 1361

Re: Collision Box Rotation[?]

This makes me very sad. I can't post my drill mod because of this issue. I don't think the "everything must be a square, because Factorio hates rectangles" answer is a good one. Maybe, I didn't describe the problem well enough... (a) I have a 3D model of a square drill. (b) When rendered f...
by AenAllAin
Wed May 18, 2016 7:22 pm
Forum: Not a bug
Topic: [0.12.33; mod API] Disconnected Inventories lose item state
Replies: 3
Views: 709

[0.12.33; mod API] Disconnected Inventories lose item state

I don't know if this would be considered a bug or just flagrant abuse of the system. To sum up... A. I create a dummy player entity: local s_bpr = game.get_surface("blueprinter") -- after creating the other surface of course player.force.chart(s_bpr, {{-40,-40}, {40,40}}) -- chart the new ...
by AenAllAin
Wed May 18, 2016 6:46 pm
Forum: Not a bug
Topic: [0.12.33;mod API] LuaItemStack.blueprint_icons
Replies: 6
Views: 1489

Re: [0.12.33;mod API] LuaItemStack.blueprint_icons

Ok. Thank you for the help guys. I think I finally figured out what is going on. First here's the code: local l_player = game.players[event.element.player_index] local s_stack = l_player.cursor_stack ... if s_stack and s_stack.valid_for_read and s_stack.type == "blueprint" and s_stack.is_b...
by AenAllAin
Tue May 17, 2016 8:39 pm
Forum: Not a bug
Topic: [0.12.33;mod API] LuaItemStack.blueprint_icons
Replies: 6
Views: 1489

[0.12.33;mod API] LuaItemStack.blueprint_icons

I don't know if this is a bug or not, but the LuaItemStack.blueprint_icons array is empty for my blueprints that only use one icon.

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