Search found 86 matches

by Sean Mirrsen
Mon Apr 01, 2019 9:57 am
Forum: News
Topic: Friday Facts #288 - New remnants, More bugs
Replies: 60
Views: 27704

Re: Friday Facts #288 - New remnants, More bugs

In terms of "remnants", I was always fond of the way Total Annihilation handled the unit/building wrecks. If something is merely "destroyed", it leaves a recognizable wreck that blocks movement like the original unit/building. If it's dealt enough damage on top of that, the wreck...
by Sean Mirrsen
Tue May 02, 2017 10:31 am
Forum: Modding interface requests
Topic: [0.15.4][Modding] Hiding fluidbox disables rotation
Replies: 0
Views: 778

[0.15.4][Modding] Hiding fluidbox disables rotation

Did a quick search on this, found nothing relevant. I am making a type of assembling machine that has different rotations. http://i.imgur.com/zdml6Pt.png I'd like to have this machine have a fluidbox (for unloading barrels), but there is a problem where if I use off_when_no_fluid_recipe = true in th...
by Sean Mirrsen
Tue Apr 25, 2017 2:34 pm
Forum: Modding discussion
Topic: 0.15 modding related changelog as of March 6, 2017
Replies: 38
Views: 13346

Re: 0.15 modding related changelog as of March 6, 2017

Uh. I wanted to make a burner-type generator. The entity type I used was, appropriately, generator. :P

It used to be that the game complained if you put the burner energy source type into a generator. It doesn't seem to do that now. Instead it just refuses to do anything.
by Sean Mirrsen
Tue Apr 25, 2017 2:14 pm
Forum: Modding discussion
Topic: 0.15 modding related changelog as of March 6, 2017
Replies: 38
Views: 13346

Re: 0.15 modding related changelog as of March 6, 2017

That's exactly what I tried. Both using burner type energy like in the current boilers, and burner as a separate parameter field like it was in the boilers before this version, all copied from respective entity prototypes. Neither works. No UI opens to add fuel, can't add fuel through other means, e...
by Sean Mirrsen
Tue Apr 25, 2017 1:59 pm
Forum: Modding discussion
Topic: 0.15 modding related changelog as of March 6, 2017
Replies: 38
Views: 13346

Re: 0.15 modding related changelog as of March 6, 2017

I spent fifteen minutes trying to make a simpler burner generator (a stirling generator, if you will) after I got 0.15. Took me a reread of the changelog afterwards to notice that it says "burner type generator-equipment ". How has burner type wearable generator equipment been made a thing...
by Sean Mirrsen
Fri Nov 18, 2016 4:37 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 63667

Re: Friday Facts #162 - Theme Art Again

Back when I was thinking of a "Factorio Gaiden" mod, the artifacts actually served an important function. I mean, think about it. There is a grand total of one thing you are ever developing weapons for in this game. Fighting the biters. The "alien artifacts" you pick up are basic...
by Sean Mirrsen
Wed Jun 15, 2016 10:43 am
Forum: Balancing
Topic: Gun turrets working without eletricity
Replies: 44
Views: 12162

Re: Gun turrets working without eletricity

You have to try it before you say it won't work. Inserters only put ten magazines in a turret before they stop. Wow :) I didn't know that. thanks :) are there other similar limitations anywhere in the game where non-smart inserter does not fill the stack completely? All over the place, actually. Ev...
by Sean Mirrsen
Thu Jun 09, 2016 8:53 pm
Forum: Ideas and Suggestions
Topic: Make dumb inserters less smart
Replies: 8
Views: 2679

Re: Make dumb inserters less smart

Or make the burner inserter "dumb"? It has no electronics in it. It shouldn't be smart. True, but then it will become mostly worthless. For one, it won't be able to refuel itself. I'd much prefer a setup where the burner inserter is an upgrade to the basic inserter, and enjoys all the sam...
by Sean Mirrsen
Thu Jun 09, 2016 8:32 pm
Forum: Ideas and Suggestions
Topic: Make dumb inserters less smart
Replies: 8
Views: 2679

Re: Make dumb inserters less smart

Can we make it so that the burner inserter doesn't require less materials to make than the regular inserter? Considering that it's basically a regular inserter with an integrated powerplant?
by Sean Mirrsen
Wed Jun 08, 2016 10:55 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131876

Re: [MOD 0.12.26] KS Power

If someone wants to get enough CO2 from the air to produce one kg of plastic, he needs to suck in and filter one million kg of air which is roughly one million cubic meters (37 million cubic feet, the volume of the Empire State Building). besides the problem how to extract the CO2 from one million ...
by Sean Mirrsen
Sat Jun 04, 2016 8:17 pm
Forum: Implemented mod requests
Topic: get a list of valid inventories for an entity
Replies: 15
Views: 5703

Re: get a list of valid inventories for an entity

/c game.player.print(game.entity_prototypes["steel-furnace"].energy_usage.type) Error: LuaEntityPrototype doesn't contain key energy_usage. /c game.player.print(game.entity_prototypes["electric-furnace"].module_specification.module_slots) Error: LuaEntityPrototype doesn't contai...
by Sean Mirrsen
Sat Jun 04, 2016 4:00 pm
Forum: Implemented mod requests
Topic: get a list of valid inventories for an entity
Replies: 15
Views: 5703

Re: get a list of valid inventories for an entity

You need the list of defines.inventory - http://lua-api.factorio.com/0.13.0-preview/defines.html#defines.inventory I already have that. What I need is to know which of those things go with which entities. Uh, well most of the things on the list have pretty descriptive names. inventory_fuel goes for...
by Sean Mirrsen
Sat Jun 04, 2016 10:08 am
Forum: Implemented mod requests
Topic: get a list of valid inventories for an entity
Replies: 15
Views: 5703

Re: get a list of valid inventories for an entity

I don't currently have a way to figure out which indexes I can pass to entity.get_inventory() to get its inventories. I could do a bunch of digging and trial and error to produce a lookup table from entity type, probably, but that seems like a bad approach. maybe entity.has_inventory(x)->bool or en...
by Sean Mirrsen
Thu Jun 02, 2016 9:13 am
Forum: Ideas and Suggestions
Topic: 3D rendering
Replies: 39
Views: 15628

Re: 3D rendering

However, everything being said, I can only wonder how neat it would have been to see Factorio in the graphics style and complexity of, say Total Annihilation. The game you see on the screen is entirely sprites, however every unit and structure in the game is stored and scripted/animated as 3D models...
by Sean Mirrsen
Thu Jun 02, 2016 4:24 am
Forum: Mods
Topic: [MOD 0.15.X] Belt Overflow
Replies: 32
Views: 23766

Re: [MOD 0.12.34] Belt Overflow

*checks code*

Yep, that's about as complex as I was thinking. The idea itself is great, I'm just not sure Lua alone can handle this kind of thing well enough. It would likely need a hard-code implementation to really work, something like a flag in belt definition, "spill-item-if-cant-move".
by Sean Mirrsen
Tue May 31, 2016 9:07 pm
Forum: Outdated/Not implemented
Topic: Hard mode: Spill items from belts and inserters
Replies: 18
Views: 6428

Re: Hard mode: Spill items from belts and inserters

Basically as soon as an item on a conveyor belt would be at the same position next tick as it was this tick, spill it instead. Doing it in exactly that fashion would have the hilarious side-effect of an entire compressed belt (if, e.g., being fed into by several fast inserters on converging lanes) ...
by Sean Mirrsen
Tue May 31, 2016 7:45 pm
Forum: Outdated/Not implemented
Topic: Hard mode: Spill items from belts and inserters
Replies: 18
Views: 6428

Re: Hard mode: Spill items from belts and inserters

The problem I see with the first point (well, "problem") is that it won't just work for full belts. How it would work is that any item that reaches the end of the belt, gets dumped off. There is an obvious loophole (literally) for it, circling the belt around to plug it into itself and jus...
by Sean Mirrsen
Tue May 31, 2016 12:20 pm
Forum: Modding help
Topic: Change code for inserters and belts?
Replies: 2
Views: 1412

Re: Change code for inserters and belts?

Unfortunately the inserters' behavior is hardcoded - if the destination is full they will not even try to insert an item, and the same will happen with an item of a "wrong type", and there is no realistic way to override it. The belts carrying items even if they are filled up can probably ...
by Sean Mirrsen
Sun May 29, 2016 7:33 pm
Forum: Modding discussion
Topic: Best practice for new dummy buildings?
Replies: 4
Views: 1819

Re: Best practice for new dummy buildings?

if they don't do anything, and don't require power... a tree, or rock entity might work. if you want it to require power, there's a new entity coming in 0.13 that might help. Thanks. To check a bit further, I think the answer is 'no', but is there any way to create a chimera prototype- say, add an ...
by Sean Mirrsen
Fri May 27, 2016 6:28 am
Forum: General discussion
Topic: Belt Corner Speed or .12 got it wrong
Replies: 71
Views: 26786

Re: Belt Corner Speed or .12 got it wrong

Well, it's basically as easy as adding a mod. It's not like the belt graphics are that hard to edit, either.

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