Search found 842 matches

by IsaacOscar
Wed Jan 29, 2025 9:50 pm
Forum: Ideas and Suggestions
Topic: Prioritise Space Platform Construction Materials
Replies: 42
Views: 2866

Re: Prioritise Space Platform Construction Materials


+1

IMO the priority should ONLY been to space platform foundation UNDER the cargo bays and the cargo bays itself. With a tweak, that cargo bays will start building from the hub - not somewhere disconnected.

The problem with this is that even after building cargo bays, the inventory could still ...
by IsaacOscar
Wed Jan 29, 2025 8:27 am
Forum: Releases
Topic: Version 2.0.20
Replies: 45
Views: 14689

Re: Version 2.0.20

adam_bise wrote: Wed Jan 29, 2025 2:15 am I'm generally good with these icons, but I would suggest using a brighter, shinier color for copper wires.

Untitled.png
I made a mod that does this (and makes some other changes to the icons) https://mods.factorio.com/mod/coloured-tool-icons
by IsaacOscar
Fri Jan 24, 2025 2:59 pm
Forum: Bug Reports
Topic: [2.0.28] Changing recipe cancels deconstruction requests for contained items
Replies: 2
Views: 232

Re: [2.0.28] Changing recipe cancels deconstruction requests for contained items


Thanks for the report, I think this is not a bug. Please describe your use case / why it bothers you and share a save file for testing if you disagree.


This issue has been annoying me when remote trying to craft stuff in remote view,
for example if I want to make a transport belt, and I have ...
by IsaacOscar
Tue Jan 14, 2025 11:01 am
Forum: Not a bug
Topic: [2.0.30] Deconstruction planner "Straight rail" also deletes curved rail
Replies: 3
Views: 293

Re: [2.0.30] Deconstruction planner "Straight rail" also deletes curved rail


Seems like an easy fix to change the filter name to "Ground rail" instead.


Not easy, the way the game is coded is each entity can select another entity as a "deconstruction alternative",
so for your idea to work, you'd need to create a seperate "ground rail" entity, and have straight rail and ...
by IsaacOscar
Tue Jan 14, 2025 8:12 am
Forum: Not a bug
Topic: [2.0.28] Changing Recipe via circuits can cause modules to be removed
Replies: 2
Views: 183

Re: [2.0.28] Changing Recipe via circuits can cause modules to be removed

The_Red_Menace wrote: Tue Jan 14, 2025 7:39 am This seems like unintended behaviour.
What else do you expect to happen?
I guess they could be kept in the machine but be "disabled", but with the current approach you can use inserters to put in different modules that are supported.
by IsaacOscar
Tue Jan 14, 2025 2:58 am
Forum: Not a bug
Topic: [2.0.28] Blueprint previews of cars/tanks are incorrectly coloured
Replies: 2
Views: 269

Re: [2.0.28] Blueprint previews of cars/tanks are incorrectly coloured

boskid wrote: Mon Jan 13, 2025 7:45 pm Actually looking at the code this is a feature. BlueprintWidget is specifically implemented to use your force's color as a color for mask override.
In that case, shouldn't the placed result have the force's colour? Otherwise the blueprint preview is incorrect...
by IsaacOscar
Sun Jan 12, 2025 10:37 am
Forum: Ideas and Suggestions
Topic: The +300% productivity cap should be documented in-game or removed
Replies: 42
Views: 6380

Re: The +300% productivity cap should be documented in-game or removed

FYI: I made a mod that automatically converts infinite technologies to finite ones if they'll stop being useful due to the productivity cap: https://mods.factorio.com/mod/productivity-technology-limit
Unfortunately, due to bug https://forums.factorio.com/125350, the technologies show up in the GUI ...
by IsaacOscar
Sun Jan 12, 2025 5:59 am
Forum: Modding interface requests
Topic: Flag to have a recipe show up as a circuit signal
Replies: 2
Views: 272

Re: Flag to have a recipe show up as a circuit signal


Did you try explicitly setting hide_from_signal_gui to false?


Thanks so much!
Somehow I missed that when I looked at the molten-iron prototype.
For some reason I also needed to set hidden = false though.

Hopefully a mod can come and close this pointless thread as "Already Implemented"
by IsaacOscar
Sat Jan 11, 2025 4:32 am
Forum: Modding interface requests
Topic: Flag to have a recipe show up as a circuit signal
Replies: 2
Views: 272

Flag to have a recipe show up as a circuit signal

I noticed some recipes (e.g. "Casting Iron") do have signals for them.
But I can't work out what logic the game uses for those.
In particular, I can't work out a way to make a recipe show up when it doesn't already (e.g. the recycling recipes https://mods.factorio.com/mod/recycling-factoriopedia)

I ...
by IsaacOscar
Thu Jan 09, 2025 11:40 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.29] Recycler doesnt return ressources equally weighted
Replies: 8
Views: 1399

Re: [2.0.29] Recycler doesnt return ressources equally weighted

Legendendear wrote: Thu Jan 09, 2025 1:19 pm Well it turns out this particular problem was a problem by my own doing... :oops:
I'm curious, what was causing you to not get enough batteries?
by IsaacOscar
Thu Jan 09, 2025 12:20 pm
Forum: Modding help
Topic: How to stop turrets from firing without electricity?
Replies: 39
Views: 1973

Re: How to stop turrets from firing without electricity?


Hello! I found one nasty bug. Unfortunately, the mod does not work in case of modified shells.

Not technically a 'bug' as I was not trying to make it work with mods.


Can I register these shells through "or"? For example, like this:

for _, obj in pairs{data.raw["ammo"]["artillery-shell" or ...
by IsaacOscar
Thu Jan 09, 2025 7:29 am
Forum: Not a bug
Topic: [2.0.29] Inserter with empty filter list confuses Alt mode image between blacklist and whitelist
Replies: 2
Views: 174

Re: [2.0.29] Inserter with empty filter list confuses Alt mode image between blacklist and whitelist


This makes perfect sense, whitelist nothing is blacklist everything and vice versa.


For anyone else having trouble parsing that comment:

When in blacklist mode with no filters, the inserter will happily pickup anything
When in whitelist mode with no filters, the inserter will pick up ...
by IsaacOscar
Wed Jan 08, 2025 2:43 pm
Forum: Implemented mod requests
Topic: Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes)
Replies: 8
Views: 648

Re: Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes)

curiosity wrote: Wed Jan 08, 2025 2:39 pm Why are you telling me? I am well aware.
Sorry, I wasn't sure!
It's just there's already a way for mods to have stuff ignored so you don't need a new engine feature for it.
by IsaacOscar
Wed Jan 08, 2025 2:35 pm
Forum: Modding help
Topic: How can I replace vanilla sounds with custom ones?
Replies: 1
Views: 144

Re: How can I replace vanilla sounds with custom ones?


I'm trying to replace the electric beam sound by a custom one but I can't make it work.

This is the code I used

data.raw.beam["laser-beam"] = {
{
filename = "__BetterSounds__/sounds/beam.ogg",
volume = 1
}
}


Well according to https://github.com/wube/factorio-data/blob ...
by IsaacOscar
Wed Jan 08, 2025 1:45 pm
Forum: Ideas and Suggestions
Topic: Add Green and Red wire to the Deconstruction Planner
Replies: 16
Views: 5979

Re: Add Green and Red wire to the Deconstruction Planner

Hmm good idea, you should be able to select wires in the entity filters tab? Or add a seperate tab just for wires?

In the meantime you can use https://factorio.tmin10.ru/ to decode a blueprint, copy it to a text editor, search and replace, and then copy it back to the website. Ive done this many ...
by IsaacOscar
Wed Jan 08, 2025 12:17 pm
Forum: Modding interface requests
Topic: Permissive license for util.lua
Replies: 2
Views: 233

Re: Permissive license for util.lua

I was curious, so I read the EULA, it's not very clear, it says the following (emphesis added):


You may use Factorio and other paid content for your own personal use.
Factorio is not a free software, copy-left or public domain software. The source code and all art assets are copyrighted and ...
by IsaacOscar
Wed Jan 08, 2025 2:37 am
Forum: Implemented mod requests
Topic: Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes)
Replies: 8
Views: 648

Re: Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes)



I'll make the engine mark it as used even if it doesn't do anything with it. That way it can stay during the whole data stage.

Would be great if this was available to mods. There are other mods that add properties in this manner.


I think they're talking about the --check-unused-prototype ...
by IsaacOscar
Wed Jan 08, 2025 1:23 am
Forum: Modding help
Topic: How to remove the collision field from the turret and make it invisible to enemies until the attack?
Replies: 16
Views: 1021

Re: How to remove the collision field from the turret and make it invisible to enemies until the attack?


Unfortunately, during testing it turned out that the "spike-effect" does not work. Biters do not attack spikes.

Another problematic point was also revealed. Pentapods creatures have the ability to destroy buildings under their feet while walking. But in the case of the "land-mine" this effect ...
by IsaacOscar
Wed Jan 08, 2025 12:26 am
Forum: Not a bug
Topic: Cannot visit some other planets in Editor mode
Replies: 11
Views: 792

Re: Cannot visit some other planets in Editor mode


The trigger to have a planet available seems to be a platform arriving.
So if you editor-build a platform above undiscovered planet, you could build a thruster, fill it with fuel, set up schedule to allow to move to Nauvis and back, then click "go to Nauvis", immediately "go to Vulcanus", and ...

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