Search found 3484 matches

by DaveMcW
Tue Oct 26, 2021 10:50 am
Forum: Energy Production
Topic: Contest: Longest train based nuclear reactor
Replies: 17
Views: 220

Re: Contest: Longest train based nuclear reactor

The highest possible train speed is 1.38 tiles per tick. This works out to 11.83 fluid wagons per second. 11.83 fluid wagons per second can carry 295714 steam per second. To produce 295714 steam per second we need 2869 heat exchangers. 2869 heat exchangers require 28685 MW of power. 28685 MW of powe...
by DaveMcW
Thu Oct 21, 2021 8:45 pm
Forum: Modding help
Topic: Possible to Create TrainStop-type Name Input for Linked-Containers?
Replies: 10
Views: 148

Re: Possible to Create TrainStop-type Name Input for Linked-Containers?

Note: The name will appear for all linked containers. It's not specific to a prototype but to the base of the prototype. So another mod has their own modded linked chests then suddenly they have a plain text input field too. That can be fixed with the anchor property. https://lua-api.factorio.com/l...
by DaveMcW
Thu Oct 21, 2021 4:42 am
Forum: Modding help
Topic: Possible to Create TrainStop-type Name Input for Linked-Containers?
Replies: 10
Views: 148

Re: Possible to Create TrainStop-type Name Input for Linked-Containers?

Here is a sample of what can be done with a gui. Paste it into the console. /c function create_gui(player) if player.gui.relative.my_frame then player.gui.relative.my_frame.destroy() end player.gui.relative.add{ type = "frame", name = "my_frame", direction = "horizontal"...
by DaveMcW
Wed Oct 20, 2021 12:55 pm
Forum: Technical Help
Topic: 100% efficient payment process
Replies: 2
Views: 112

Re: 100% efficient payment process

No, and that is on purpose. They were being targeted by stolen credit cards and getting hit with chargeback fees.
by DaveMcW
Tue Oct 19, 2021 6:07 pm
Forum: Modding help
Topic: [Solved] Icon Changes When Placed
Replies: 4
Views: 130

Re: Icon Changes When Placed

Entity icon is almost useless, it is only used in the map editor.

What you want is entity.picture.
by DaveMcW
Thu Oct 14, 2021 11:00 pm
Forum: Technical Help
Topic: [1.1.37] Expansion broke (macOS)
Replies: 6
Views: 335

Re: [1.1.37] Expansion broke (macOS)

I think your artillery range has grown so big, that they shot all the nests in expansion range of Base #1.
by DaveMcW
Thu Oct 14, 2021 10:30 pm
Forum: Modding help
Topic: [Solved] Adding a Linked-Chest as an Item vs a Linked Container
Replies: 2
Views: 179

Re: Adding a Linked-Chest as an Item vs a Linked Container

You need 3 prototypes to add most things to the game: Recipe Item Entity Gangsir's tutorial is misleading, because armor is special and does not require a separate "entity". You tried copying data.raw["linked-container"]["linked-chest"] and data.raw["item"][&q...
by DaveMcW
Thu Oct 14, 2021 12:51 pm
Forum: Gameplay Help
Topic: Copy counter value on signal
Replies: 4
Views: 241

Re: Copy counter value on signal

Here is my solution, which uses the same item for save and reset. The arithmetic combinators stop saved values from adding together. If you want them to add, it can be done in 3 combinators. 0eNrtl1+O2jAQxq9S+bFNVuQfhEg9SbWKnHgAS4kd2Q4qQjlAb9Gz9SQdJy2wkBC8qNI+9AWwsX8ezzffBI6kqFpoFBeGZEfCSyk0yb4dieZb...
by DaveMcW
Tue Oct 12, 2021 5:00 am
Forum: General discussion
Topic: Theoretical best SPM * UPS?
Replies: 2
Views: 284

Re: Theoretical best SPM * UPS?

There is some constant overhead for running the game, so in theory the best way to maximize SPM * UPS is to build as big as you can before you run out of RAM. In terms of factory design, there is a local maximum at a few hundred SPM where most belts are full and distances are short. The most efficie...
by DaveMcW
Mon Oct 04, 2021 10:55 pm
Forum: Modding help
Topic: how does "on_console_command" work?
Replies: 4
Views: 139

Re: how does "on_console_command" work?

Use event.research.force instead of game.player.force (which only exists in the console).
by DaveMcW
Sat Oct 02, 2021 4:20 pm
Forum: Ideas and Requests For Mods
Topic: [MOD REQUEST] A 2nd Wall Type - Doesn't give an Alert if damaged, Doesn't repair unless no damage for configurable time
Replies: 7
Views: 587

Re: [MOD REQUEST] A 2nd Wall Type - Doesn't give an Alert if damaged, Doesn't repair unless no damage for configurable t

I'm curious where the wall's repair speed modifier is specified though - I see it mentioned in the prototype specification but not in the data files anywhere -- is it in the non-lua code? There is only one repair_speed_modifier in the data files, with the right search tool it will take you straight...
by DaveMcW
Mon Sep 27, 2021 1:51 am
Forum: Gameplay Help
Topic: How fast will biters evolve if I wipe out their bases.
Replies: 3
Views: 279

Re: How fast will biters evolve if I wipe out their bases.

20 nests will probably trigger their next upgrade, but you should be fine.

Focus on getting oil and flamethrower turrets, which can defend against the highest levels of biter evolution.
by DaveMcW
Mon Sep 27, 2021 12:17 am
Forum: Modding help
Topic: New to modding, classes question.
Replies: 2
Views: 133

Re: New to modding, classes question.

script.on_nth_tick(216000, function() local surface = game.surfaces[1] for _, force in pairs(game.forces) do local green_circuits = force.item_production_statistics.get_flow_count{ name = "electronic-circuit", input = false, precision_index = defines.flow_precision_index.one_hour, count =...
by DaveMcW
Sun Sep 26, 2021 8:48 pm
Forum: Modding interface requests
Topic: on_entity_settings_pasted should trigger with blueprints
Replies: 0
Views: 104

on_entity_settings_pasted should trigger with blueprints

There are two ways to paste entity settings.
  1. Shift + left click on the entity.
  2. Place a blueprint on top of the entity.
The event on_entity_settings_pasted triggers for case 1. I would like it to trigger for case 2 also. Or at least make any event to detect it.
by DaveMcW
Sun Sep 26, 2021 4:26 am
Forum: Modding help
Topic: How to wait for entry sequence to finish?
Replies: 2
Views: 115

Re: How to wait for entry sequence to finish?

https://lua-api.factorio.com/latest/eve ... _cancelled

See data/base/scenarios/freeplay.lua for an example.
by DaveMcW
Sat Sep 25, 2021 11:01 pm
Forum: Modding interface requests
Topic: on_recipe_successfully_finished event
Replies: 5
Views: 233

Re: on_recipe_successfully_finished event

Here is a funny hack. Use an inserter to remove the item. Wire the inserter to activate a mining drill. Use the mining drill to deplete a resource patch, which triggers the on_resource_depleted event. Obviously everything in this contraption should be invisible and inside the area of the original as...

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