Search found 20 matches
- Sat Jun 09, 2018 6:47 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 68829
Re: Friday Facts #246 - The GUI update (Part 3)
Instead of placing the map preview to the right of the dialog, why not keep the dialog in place and instead put the map as a full screen backdrop? See mock below. The dialog will then be hidden whenever the user moves the mouse outside of the dialog area and it will be shown again whenever the user ...
- Wed Jun 21, 2017 6:30 pm
- Forum: Modding help
- Topic: Is there a sort of dummy all purpose entity type available?
- Replies: 4
- Views: 1776
Re: Is there a sort of dummy all purpose entity type available?
@321freddy Sadly, the smoke entity type has some issues that prevents me from reusing it. First, the smoke entity will be destroyed after the specified duration. While these entities could be recreated, its animation cannot be controlled in the way that the mod is implemented, so the rotors will not...
- Mon Jun 19, 2017 9:53 pm
- Forum: Modding help
- Topic: Is there a sort of dummy all purpose entity type available?
- Replies: 4
- Views: 1776
Re: Is there a sort of dummy all purpose entity type available?
Thanks, I will try this. I have already reduced the number of entities to only 4 during the landing and starting phase.
During flight it will be reduced to only 3, but I reckon that I can reduce it to just two. Before that it was 7.
During flight it will be reduced to only 3, but I reckon that I can reduce it to just two. Before that it was 7.
- Mon Jun 19, 2017 2:01 am
- Forum: Modding help
- Topic: Is there a sort of dummy all purpose entity type available?
- Replies: 4
- Views: 1776
Is there a sort of dummy all purpose entity type available?
I am currently working on making the Helicopters mod more efficient. Is there a sort of dummy all purpose entity type available that I can use to simulate rotor and both body and rotor shadow movement without me having to make these additional entities also of type car? And I am quite reluctant to m...
- Mon Jun 05, 2017 2:13 am
- Forum: Won't implement
- Topic: Entity.order_deconstruction mark only
- Replies: 4
- Views: 2095
Re: Entity.order_deconstruction mark only
I will make this a feature request then, considering that construction bots will build but not fill chests based on their filters. Likewise so, and upon deconstruction, logistic bots should be responsible for clearing out the chests, if available, otherwise, construction bots should fill in. Feel fr...
- Wed May 31, 2017 10:41 pm
- Forum: Won't implement
- Topic: Entity.order_deconstruction mark only
- Replies: 4
- Views: 2095
Re: Entity.order_deconstruction mark only
The game doesn't support this concept in any way and adding it in just for mods to use wouldn't be worth the code bloat it would add. Additionally you can speed up chest/container deconstruction by building more robots. Hm, I do not know your code, but I figure that splitting it up so that upon mar...
- Wed May 31, 2017 10:21 pm
- Forum: Won't implement
- Topic: Entity.order_deconstruction mark only
- Replies: 4
- Views: 2095
Entity.order_deconstruction mark only
For an upcoming mod of mine which speeds up chest/container deconstruction by also utilizing available logistic bots instead of only construction bots, it would be nice to be able to only mark an entity for deconstruction, so that it can no longer be fast replaced by the user and its deconstruction ...
- Wed May 31, 2017 10:13 pm
- Forum: Outdated/Not implemented
- Topic: Surface create_entity fast_replace simulation
- Replies: 3
- Views: 1722
- Wed May 31, 2017 10:12 pm
- Forum: Modding interface requests
- Topic: Surface create_entity fast_replace simulation no item
- Replies: 0
- Views: 762
Surface create_entity fast_replace simulation no item
It would be nice to have an additional parameter on Surface.create_entity that works in conjunction with fast_replace = true called no_item , which is also a boolean. When true, the fast replace will not yield an item, when false, which is the default, fast_replace will operate as normal. The ration...
- Wed May 31, 2017 10:11 pm
- Forum: Outdated/Not implemented
- Topic: Surface create_entity fast_replace simulation
- Replies: 3
- Views: 1722
Re: Surface create_entity fast_replace simulation
Thanks for the hint, will do.
- Wed May 31, 2017 9:44 pm
- Forum: Outdated/Not implemented
- Topic: Surface create_entity fast_replace simulation
- Replies: 3
- Views: 1722
Surface create_entity fast_replace simulation
It would be nice to have an additional parameter on Surface.create_entity that works in conjunction with fast_replace = true called no_item , which is also a boolean. When true, the fast replace will not yield an item, when false, which is the default, fast_replace will operate as normal. The ration...
- Sat Aug 13, 2016 2:53 pm
- Forum: Ideas and Suggestions
- Topic: Gameplay enhancements
- Replies: 2
- Views: 1636
Gameplay enhancements
Factorio Gameplay Enhancements Let the player work for the home base. While having the ultimate goal of sending out a rocket is fine, it would be nice to have additional goals that need to be reached. Ever played Pharao or similar such games? Here, the Pharao will call upon the player to deliver goo...
- Sat May 28, 2016 8:25 pm
- Forum: Duplicates
- Topic: Unable to create display error
- Replies: 2
- Views: 1183
Re: Unable to create display error
Thanks, then this can be "closed".
- Sat May 28, 2016 11:37 am
- Forum: Duplicates
- Topic: Unable to create display error
- Replies: 2
- Views: 1183
Unable to create display error
Unbenannt.png Note that I am running the steam version here. Sometimes, when launching the game, there is a race condition causing the "Unable to create display" error. The game will then terminate. This happens to me whenever the game window looses its focus during bootstrap, e.g. the st...
- Thu May 26, 2016 1:27 pm
- Forum: Not a bug
- Topic: Mining Drills use minable.mining_time
- Replies: 2
- Views: 1171
Re: Mining Drills use minable.mining_time
Oops, I might have found my err: I am also setting the mining_time of the ores... let me check...Rseding91 wrote:That's... by design. The mining_time on the entity determines the base mining time.
The mining_speed on the drill is a modifier against the entity mining_time.
- Wed May 25, 2016 6:46 pm
- Forum: Not a bug
- Topic: Mining Drills use minable.mining_time
- Replies: 2
- Views: 1171
Mining Drills use minable.mining_time
I have set the mining_time of all entities to 0.1. Turns out that now all electric mining drills, while having a base mining_speed of 0.5, will now harvest using the 0.1 from the minable.mining_time. Using latest Steam version here.
- Tue May 24, 2016 9:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.22] [Dominik] Train block its own path with chain signals
- Replies: 37
- Views: 50998
Re: [0.12.22] Trains block there own path with chain signals
Try this design it is, AFAIK, dead lock free... And, BTW, chain signals work properly only when accompanied by a matching signal, i.e. you need to split your line into segments by using signals and chain signals. Having just chain signals means that they all refer to the same segment in your line, h...
- Sun May 22, 2016 2:34 pm
- Forum: Ideas and Requests For Mods
- Topic: New Music Mod
- Replies: 10
- Views: 7882
Re: New Music Mod
Ambient sounds, like all sounds are hard coded in the lua data files, for ambient sounds this is base/prototypes/ambient-sounds.lua. As such they cannot be discovered dynamically.
- Sun May 22, 2016 2:23 pm
- Forum: Ideas and Suggestions
- Topic: Sandboxed Filesystem Access
- Replies: 0
- Views: 752
Sandboxed Filesystem Access
It would be nice to have sandboxed filesystem access for both write and read operations. As of now, game.write_file() allows one to write out a specific file to script-output/* where the structure below script-output is free-form and where multiple modules might interfere. As such, write_file should...
- Sun May 22, 2016 11:30 am
- Forum: Mods
- Topic: [MOD 0.14.x] Faster Entity Mining (FEM) v1.0.3
- Replies: 4
- Views: 7409
Re: [MOD 0.12.x] Faster Entity Mining (FEM) v1.0.2
Hi nice mod. I would like to provide you with a patch that will make this compatible with other mods which add entities to the system. How would I provide that patch?