Search found 20 matches

by rtssmkn
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 ...
by rtssmkn
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...
by rtssmkn
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.
by rtssmkn
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...
by rtssmkn
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...
by rtssmkn
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...
by rtssmkn
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 ...
by rtssmkn
Wed May 31, 2017 10:13 pm
Forum: Outdated/Not implemented
Topic: Surface create_entity fast_replace simulation
Replies: 3
Views: 1722

Re: Surface create_entity fast_replace simulation

Moved to viewtopic.php?f=28&t=49015

So this can be closed/deleted...
by rtssmkn
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...
by rtssmkn
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.
by rtssmkn
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...
by rtssmkn
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...
by rtssmkn
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".
by rtssmkn
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...
by rtssmkn
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

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.
Oops, I might have found my err: I am also setting the mining_time of the ores... let me check...
by rtssmkn
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.
by rtssmkn
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...
by rtssmkn
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.
by rtssmkn
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...
by rtssmkn
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?

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