Search found 3160 matches

by DaveMcW
Mon Aug 10, 2020 9:55 am
Forum: Modding help
Topic: Multiple questions regarding items and categories
Replies: 3
Views: 88

Re: Multiple questions regarding items and categories

1. You missed the last word of this error message. It tells you which property is causing the error.

2. Yes, each machine can have its own crafting_categories. You need to put the recipe in a unique recipe-category and remove it from all the others.

3. data.raw["recipe-category"]["smelting"] = nil
by DaveMcW
Mon Aug 10, 2020 12:34 am
Forum: Modding help
Topic: About on_loaded event
Replies: 11
Views: 177

Re: About on_loaded event

Yes, on_load is a confusing name because it is a powerful and useful event in other programs.

In Factorio it is a dangerous event with very limited abilities.
by DaveMcW
Sat Aug 08, 2020 10:13 pm
Forum: Modding help
Topic: Could I associate extra data or private data for an entity object
Replies: 2
Views: 72

Re: Could I associate extra data or private data for an entity object

Use the global object and the unit_number as the key.

Code: Select all

script.on_init(function()
  global.extra_data = {}
end)

function set_data(e, my_private_data)
  global.extra_data[e.unit_number] = my_private_data
end

function get_data(e)
  return global.extra_data[e.unit_number]
end
by DaveMcW
Thu Aug 06, 2020 3:59 am
Forum: General discussion
Topic: Blueprint Library Feedback
Replies: 37
Views: 1650

Re: Blueprint Library Feedback

Yoyobuae wrote:
Thu Aug 06, 2020 1:37 am
Unless those two windows are made slightly different.
Yes. The hotbar window should be different because it does not have a delete button.
by DaveMcW
Thu Aug 06, 2020 12:18 am
Forum: General discussion
Topic: Blueprint Library Feedback
Replies: 37
Views: 1650

Re: Blueprint Library Feedback

If you edit a blueprint by right-clicking it in your hotbar, the delete button should be disabled. The only way to delete a blueprint should be to right-click it in its original location.
by DaveMcW
Thu Aug 06, 2020 12:13 am
Forum: General discussion
Topic: Pairwise division is ridiculous
Replies: 5
Views: 443

Re: Pairwise division is ridiculous

Yes, that sounds difficult.

What is the overall problem you are trying to solve? There is probably a better approach that does not require pairwise division.
by DaveMcW
Sun Aug 02, 2020 9:46 pm
Forum: General discussion
Topic: Will there be an 1.0 RC?
Replies: 2
Views: 343

Re: Will there be an 1.0 RC?

The developers are intentionally saving some features like nukes for the release date. So you can consider the 1.0 version to be the RC. There might be bugs that require a hotfix.

I don't know about giving broadcasters early access, I guess we will find out soon!
by DaveMcW
Sun Aug 02, 2020 8:00 am
Forum: Gameplay Help
Topic: What is a good way to refill ammo and place guns?
Replies: 7
Views: 272

Re: What is a good way to refill ammo and place guns?

Turret clumps are designed to kill medium spitters. Single turrets and undefended walls are useless against them.

But medium spitters take a long time to evolve, if you are playing slowly. Only veterans who scale up the factory (and pollution) very fast need to worry about them.
by DaveMcW
Wed Jul 29, 2020 7:31 pm
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 5288

Re: Version 0.18.37

EnerJi wrote:
Wed Jul 29, 2020 4:10 pm
FactorioBot wrote:
Wed Jul 29, 2020 3:20 pm

Features
  • Most of the blueprint tools manipulation in the blueprint library is part of a multiplayer latency hiding.
What does this mean?
It means things happen instantly multiplayer games, instead of the normal lag.
by DaveMcW
Wed Jul 22, 2020 6:17 am
Forum: Wiki Talk
Topic: Mistake in the wiki page.
Replies: 3
Views: 214

Re: Mistake in the wiki page.

Are you accounting for the fact that you get 10 fuel cells from 1 Uranium-235?
by DaveMcW
Tue Jul 21, 2020 3:40 am
Forum: Ideas and Requests For Mods
Topic: Rail SIGNAL Bridge mod?
Replies: 3
Views: 103

Re: Rail SIGNAL Bridge mod?

Yes it's possible, mods are allowed to place signals in inaccessible spots.
by DaveMcW
Thu Jul 16, 2020 3:52 pm
Forum: Modding help
Topic: [Solved] How to make a GUI button to give a selection tool ?
Replies: 4
Views: 149

Re: How to make a GUI button to give a selection tool ?

Code: Select all

script.on_event(defines.events.on_player_cursor_stack_changed, function(event)
  local player = game.players[event.player_index]
  player.get_main_inventory().remove("my-selection-tool")
end)
by DaveMcW
Mon Jul 06, 2020 2:03 am
Forum: Gameplay Help
Topic: Counter + Reset?
Replies: 2
Views: 206

Re: Counter + Reset?

Your specific problem can be solved without using a counter.

Set each train station to read train ID, and attach it to a decider combinator that outputs 1 if the ID is greater than 0. The output from the 5 decider combinators is your train count.
by DaveMcW
Sat Jul 04, 2020 1:33 pm
Forum: Modding help
Topic: Change a modded recipe with an another mod?
Replies: 2
Views: 114

Re: Change a modded recipe with an another mod?

Code: Select all

if (mods or script.active_mods)["LogisticTrainNetwork"] then
  data:extend{
    {
      type = "recipe",
      name = "logistic-train-stop",
      enabled = true,
      ingredients ={},
      energy_required = 0.01,
      result = "logistic-train-stop",
    }
  }
end
by DaveMcW
Fri Jul 03, 2020 8:49 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 4803

Re: Friday Facts #353 - Trailer update

Probably the 21 listed on Steam. They want professional translation to support their advertising.

The other languages are a bonus for people who buy the game, but they don't come with the same quality guarantee.
by DaveMcW
Mon Jun 29, 2020 11:44 am
Forum: Already exists
Topic: [server] scenario save refresh
Replies: 3
Views: 95

Re: [server] scenario save refresh

The reason you see problems on servers several hours old, is because there is so much stuff in the save. This means clients can't run it as fast during the catch up period. Eventually clients with weak computers can't run the game at all because the server is too fast.
by DaveMcW
Sun Jun 28, 2020 3:59 pm
Forum: General discussion
Topic: What happens after 1.0 release?
Replies: 21
Views: 2301

Re: What happens after 1.0 release?

The main purpose of the release date is to build marketing hype. All development is frozen so marketing materials can be updated to match the current version of the game. There are many ideas for new features, so I am sure we will see some updates eventually. It is less clear whether that will be a ...

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