I second this; without it I consider the option "Auto request missing construction materials" practically useless. It's not just saving on expensive components, but also avoiding lots of rocket launches when one or two will easily deliver all the requested items.
My suggestion for how it'd work ...
Search found 97 matches
- Sun Dec 08, 2024 10:19 pm
- Forum: Ideas and Suggestions
- Topic: Space Platform - allow filtering the list from "auto select missing construction materials"
- Replies: 1
- Views: 190
- Fri Nov 08, 2024 4:53 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 81
- Views: 14298
Re: Friday Facts #436 - Lost in Translation
Wouldn't unicode normalization solve this problem (Thinking of NFKD)? This might need a link to libicu, but should solve almost all these problems.
I'm guessing that's what Hrusa referred to here :
Out-of-the-box solutions are usually bloated to accommodate edge cases for many scripts and ...
- Fri Nov 08, 2024 2:19 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 81
- Views: 14298
Re: Friday Facts #436 - Lost in Translation
Wouldn't unicode normalization solve this problem (Thinking of NFKD)? This might need a link to libicu, but should solve almost all these problems.
+1, sounds like a clear cut use case for ICU. There's a lot of nuance to handling accents and diacritics. E.g. Swedes would usually agree with ...
- Wed Nov 06, 2024 10:43 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [2.0 Space Age & Vanilla]
- Replies: 53
- Views: 69135
Re: Production Calculator Google Sheet [2.0 Space Age & Vanilla]
FACTORIO 2.0 UPDATE
Dropping a preliminary update for 2.0 - the data extraction mod now works in 2.0, and I've created sheets for 2.0 Vanilla and Space Age (links below). However many of the 2.0 mechanics are still on my to-do list, like quality and the new beacon effects. In the meantime I've ...
Dropping a preliminary update for 2.0 - the data extraction mod now works in 2.0, and I've created sheets for 2.0 Vanilla and Space Age (links below). However many of the 2.0 mechanics are still on my to-do list, like quality and the new beacon effects. In the meantime I've ...
- Sun Nov 03, 2024 8:10 pm
- Forum: Modding interface requests
- Topic: Add runtime access to SpacePlatformStarterPackPrototype.trigger
- Replies: 1
- Views: 145
Add runtime access to SpacePlatformStarterPackPrototype.trigger
What?
See title.
Why?
It's useful to determine how space-platform-hub entities are created. I'd like to use that info in a mod that extracts data for a calculator tool .
(Apologies if this exists already and I simply missed it. I expected to find it as LuaItemPrototype.trigger, or some field ...
See title.
Why?
It's useful to determine how space-platform-hub entities are created. I'd like to use that info in a mod that extracts data for a calculator tool .
(Apologies if this exists already and I simply missed it. I expected to find it as LuaItemPrototype.trigger, or some field ...
- Fri Nov 01, 2024 2:02 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [2.0 Space Age & Vanilla]
- Replies: 53
- Views: 69135
Re: Production Calculator Google Sheet [Vanilla, Krastorio2, Space Exploration - 2024 REVAMP]
Long time I posted here and hope you are well. Do you have an updated script for Lua so as I can use it with Space Age? The old one still works? Which version of Lua should I continue using?
Hi, thank you!
No, the 1.x mod doesn't work in 2.0. I'm working on updating it, and I hope to share ...
- Tue Oct 29, 2024 12:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.11] prototypes.technology["biter-egg-handling"].research_trigger is of type "mine-entity" without an entity
- Replies: 1
- Views: 1080
[Genhis][2.0.11] prototypes.technology["biter-egg-handling"].research_trigger is of type "mine-entity" without an entity
Start a new game in 2.0.11 with the Space Age mod enabled, then:
/c game.print(helpers.table_to_json(prototypes.technology["biter-egg-handling"].research_trigger))
{"type": "mine-entity"}
According to the docs , the "mine-entity" trigger should have an "entity" element, but it's not there. Is ...
/c game.print(helpers.table_to_json(prototypes.technology["biter-egg-handling"].research_trigger))
{"type": "mine-entity"}
According to the docs , the "mine-entity" trigger should have an "entity" element, but it's not there. Is ...
- Fri Oct 25, 2024 12:28 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.10] Error accessing prototypes.technology["space-science-pack"].research_trigger in the base game
- Replies: 2
- Views: 938
- Thu Oct 24, 2024 11:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.10] Error accessing prototypes.technology["space-science-pack"].research_trigger in the base game
- Replies: 2
- Views: 938
[boskid][2.0.10] Error accessing prototypes.technology["space-science-pack"].research_trigger in the base game
To reproduce: Load only the base mod in 2.0.10 and start a new game. Then try to evaluate `prototypes.technology["space-science-pack"].research_trigger`, e.g. like so:
/c print(prototypes.technology["space-science-pack"].research_trigger)
Cannot execute command: Error: Value must be a list or ...
/c print(prototypes.technology["space-science-pack"].research_trigger)
Cannot execute command: Error: Value must be a list or ...
- Fri Jun 21, 2024 1:21 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 92497
Re: Friday Facts #416 - Fluids 2.0
I can see where this is coming from, but it's a bit sad when complexity disappear. I actually had fun tinkering with the pipeworks for the high water and steam throughput required in nuclear power plants and that there was a real limitation to distances. When I finally had a setup that worked ...
- Fri Apr 26, 2024 2:44 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 34256
Re: Friday Facts #408 - Statistics improvements, Linux adventures
Thank you, raiguard, for caring about Linux! You're my hero.
- Fri Mar 01, 2024 3:20 pm
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 20780
Re: Friday Facts #400 - Chart search and Pins
https://cdn.factorio.com/assets/blog-sync/fff-400-alerts-gui.png
This is great. The alert overview will have a Ctrl-F search like everywhere else, right? Right? :)
It's one of the things that bothered me most in 1.x - I tend to have lots of alerts for all kinds of conditions - item high/low ...
This is great. The alert overview will have a Ctrl-F search like everywhere else, right? Right? :)
It's one of the things that bothered me most in 1.x - I tend to have lots of alerts for all kinds of conditions - item high/low ...
- Fri Dec 15, 2023 9:35 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 153
- Views: 41020
Re: Friday Facts #389 - Train control improvements
Good stuff. Only thing I'm missing is some way of expressing "in the vicinity" as a condition in an interrupt. It'd be quite useful for not dashing right across the whole map, skipping many stops that are on the way (as a few others have already mentioned). It'd also leave a lot of room to do ...
- Sun Oct 01, 2023 5:22 pm
- Forum: Modding help
- Topic: Getting a LuaPlayer instance on a headless server
- Replies: 4
- Views: 853
Re: Getting a LuaPlayer instance on a headless server
Actually, I think I can't split the code in just one pre-translation and one post-translation stage, even if I wanted to. The reason is that I want to convert rich text tags in the translated strings to plain text.
E.g. I may end up with the string "Filter dirty water [item=iron-ore]" after ...
E.g. I may end up with the string "Filter dirty water [item=iron-ore]" after ...
- Sat Sep 30, 2023 2:44 pm
- Forum: Modding help
- Topic: Getting a LuaPlayer instance on a headless server
- Replies: 4
- Views: 853
Re: Getting a LuaPlayer instance on a headless server
Thanks for the quick reply!
I'm doing various sorts of work on the translations, e.g. checking for missing ones* and constructing fallbacks, producing descriptions from them where I clean up clunky language (which is entirely English centric, but that's ok for me), etc. Sure, I could split up my ...
I'm doing various sorts of work on the translations, e.g. checking for missing ones* and constructing fallbacks, producing descriptions from them where I clean up clunky language (which is entirely English centric, but that's ok for me), etc. Sure, I could split up my ...
- Sat Sep 30, 2023 2:11 pm
- Forum: Modding help
- Topic: Getting a LuaPlayer instance on a headless server
- Replies: 4
- Views: 853
Getting a LuaPlayer instance on a headless server
I'm working on a mod that only extracts some data from the game using game.write_file . I'd prefer to run it headless, so I can quickly start the game from the command line, run my mod code, and exit again.
Now, my problem is that some API's require a connected player, i.e. a LuaPlayer instance. If ...
Now, my problem is that some API's require a connected player, i.e. a LuaPlayer instance. If ...
- Wed Apr 20, 2022 12:28 am
- Forum: 1 / 0 magic
- Topic: [1.1.57] Nuclear reactor suddenly got -i °C temperature
- Replies: 6
- Views: 2882
Re: [1.1.57] Nuclear reactor suddenly got -i °C temperature
Yes, that's fair enough. It didn't cause any lasting effects either, once I rebuilt the heatpipe network.
I'm a bit curious how the temperature can take on a value that gets written out as "-i". You're not using a complex number data type for that, right? Maybe it's "-inf" that gets truncated ...
I'm a bit curious how the temperature can take on a value that gets written out as "-i". You're not using a complex number data type for that, right? Maybe it's "-inf" that gets truncated ...
- Sun Apr 17, 2022 7:32 pm
- Forum: 1 / 0 magic
- Topic: [1.1.57] Nuclear reactor suddenly got -i °C temperature
- Replies: 6
- Views: 2882
Re: [1.1.57] Nuclear reactor suddenly got -i °C temperature
Just to check, I loaded the save from before it happened and let it run past the time in the other save, and it didn't occur again (but of course I didn't even try to redo the same things I did the first time).
So it doesn't look easy to reproduce, but if I get it again I'll take more care to save ...
So it doesn't look easy to reproduce, but if I get it again I'll take more care to save ...
- Sat Apr 16, 2022 9:10 pm
- Forum: 1 / 0 magic
- Topic: [1.1.57] Nuclear reactor suddenly got -i °C temperature
- Replies: 6
- Views: 2882
Re: [1.1.57] Nuclear reactor suddenly got -i °C temperature
Thanks for the quick response. The save is available here .
I've also uploaded the last save I have before it happened here , but it's some 2-2.5 hours earlier.
According to the instructions I've attached a log as well. It's not the log from when it happened, just one from when I opened the buggy ...
I've also uploaded the last save I have before it happened here , but it's some 2-2.5 hours earlier.
According to the instructions I've attached a log as well. It's not the log from when it happened, just one from when I opened the buggy ...
- Sat Apr 16, 2022 5:25 pm
- Forum: 1 / 0 magic
- Topic: [1.1.57] Nuclear reactor suddenly got -i °C temperature
- Replies: 6
- Views: 2882
[1.1.57] Nuclear reactor suddenly got -i °C temperature
Hi, one of my nuclear power plants suddenly stopped producing power, and I could see that all the components in the same heatpipe network were rapidly dropping in temperature, with almost half a million degrees below zero in the coldest places.
Investigating the problem a bit further I found one of ...
Investigating the problem a bit further I found one of ...