Search found 61 matches
- Sat Aug 21, 2021 3:56 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 183667
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...
- Thu Jan 25, 2018 9:38 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424589
[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...
- Thu Jan 25, 2018 9:20 pm
- Forum: Ideas and Suggestions
- Topic: [UI Improvement] Armor-Battery Power Details
- Replies: 0
- Views: 773
[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...
- Sat Aug 05, 2017 3:56 pm
- Forum: Duplicates
- Topic: [0.12.29] Starting in the middle of an ocean
- Replies: 166
- Views: 62283
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.
- Fri Aug 04, 2017 9:28 pm
- Forum: Duplicates
- Topic: [0.12.29] Starting in the middle of an ocean
- Replies: 166
- Views: 62283
Beginners Luck
LOL! ...my favorite start by far!
- Tue Feb 14, 2017 10:26 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 589
- Views: 328206
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...
- Thu Nov 17, 2016 11:38 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 589
- Views: 328206
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...
- Fri Sep 16, 2016 10:57 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 154562
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...
- Fri Sep 16, 2016 5:42 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 154562
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...
- Thu May 19, 2016 2:13 am
- Forum: Already exists
- Topic: More access to player crafting queue
- Replies: 3
- Views: 5348
Re: More access to player crafting queue
Oh! Sweet! Thanks ...I knew I was forgetting to check something; sorry.Rseding91 wrote:viewtopic.php?f=34&t=25270
- Wed May 18, 2016 11:36 pm
- Forum: Already exists
- Topic: More access to player crafting queue
- Replies: 3
- Views: 5348
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...
- Wed May 18, 2016 11:02 pm
- Forum: Modding help
- Topic: Duplicating Blueprint Icon display .. Scaling Tables
- Replies: 0
- Views: 724
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...
- 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: 1687
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_...
- 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: 1687
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 ...
- Wed May 18, 2016 8:34 pm
- Forum: Modding help
- Topic: Collision Box Rotation[?]
- Replies: 7
- Views: 2963
Re: Collision Box Rotation[?]
Aww ...so; it does have to be a square then? Ok; thanks for the answer.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.
- Wed May 18, 2016 8:30 pm
- Forum: Modding help
- Topic: Feasibility Question - Mod to control assembler output?
- Replies: 14
- Views: 4951
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...
- Wed May 18, 2016 7:46 pm
- Forum: Modding help
- Topic: Collision Box Rotation[?]
- Replies: 7
- Views: 2963
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...
- 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: 1687
[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 ...
- Wed May 18, 2016 6:46 pm
- Forum: Not a bug
- Topic: [0.12.33;mod API] LuaItemStack.blueprint_icons
- Replies: 6
- Views: 2952
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...
- Tue May 17, 2016 8:39 pm
- Forum: Not a bug
- Topic: [0.12.33;mod API] LuaItemStack.blueprint_icons
- Replies: 6
- Views: 2952
[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.