Search found 5202 matches

by eradicator
Tue Apr 05, 2022 7:25 am
Forum: Off topic
Topic: Dyson Sphere Program
Replies: 44
Views: 17969

Re: Dyson Sphere Program

Why it does not have pollution though I dont know, In DSP you're just a robot sent to strip-mine a bunch of planets. Nobody is going to live on those planets, so pollution is a non-issue. Also the story seems to suggests that mankind lives in a matroshka-brain without a biological body, so even on ...
by eradicator
Mon Sep 20, 2021 4:48 pm
Forum: Ideas and Requests For Mods
Topic: Train control for kids
Replies: 12
Views: 1685

Re: Train control for kids

boskid wrote:
Mon Sep 20, 2021 12:05 pm
Thanks for the clarification (and Dave for posting the correction request). Being somewhat unexperienced with train related stuff I simply wasn't sure - given the doc - if the observed behavior is intentional and supported or mere coincidence.
by eradicator
Mon Sep 20, 2021 11:50 am
Forum: Ideas and Requests For Mods
Topic: Train control for kids
Replies: 12
Views: 1685

Re: Train control for kids

Here you go: https://mods.factorio.com/mod/stop-on-red An interesting read. get_rail_segment_entity Aha! No wonder my searching for "signal" didn't find it :). if signal.signal_state == defines.signal_state.open then return end Hm, the doc for signal_state says Can only be used if this is...
by eradicator
Mon Sep 20, 2021 12:26 am
Forum: Modding interface requests
Topic: [Kinda added with swap_children] Modding - order property in LuaGuiElement
Replies: 9
Views: 1201

Re: Modding - order property in LuaGuiElement

GuiElements are displayed by order of creation Related: https://forums.factorio.com/89834 LuaGuiElement.add{index=} was added to allow out-of-order creation of elements. Allows limited re-ordering by destroy/recreating only some elements instead of all. I suspect that "write support for index ...
by eradicator
Mon Sep 20, 2021 12:12 am
Forum: Ideas and Requests For Mods
Topic: Train control for kids
Replies: 12
Views: 1685

Re: Train control for kids

I'd like to know if it's possible to make a mod to stop a manually controlled train if the signal isn't green? Could anyone help with that? Possible? Yes. Easy? No. I quickly hacked a proof-of-concept together but it's very crude. It'll stop single-direction forward driving manual (Edit: Oops, forg...
by eradicator
Sun Sep 19, 2021 11:31 pm
Forum: Gameplay Help
Topic: disable building certain buildings?
Replies: 2
Views: 552

Re: disable building certain buildings?

Slightly more complicated if it's a building that's still needed otherwise (to make something else). It's also possible for a mod/scenario to catch the build event for the building you don't want and then destroy the building. It would be far easier to remove the items_to_place_this relationship be...
by eradicator
Sun Sep 19, 2021 11:27 pm
Forum: Gameplay Help
Topic: Cannot Access Equipment Grid in Power Armor
Replies: 2
Views: 884

Re: Cannot Access Equipment Grid in Power Armor

Is your screen resolution less than 1920x1080, and/or you have interface scale set to something else than 100%?
by eradicator
Sun Sep 19, 2021 11:14 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 283
Views: 100594

Re: Friday Facts #365 - Future plans

I'd rather see an isometric view than hexagonal tiles. Imagine the possibilities if you had the ability to edit the terrain and build underground like you can in Rollercoaster Tycoon. Imagine the possibilities of having to actually manage several different levels of underground belts and pipes that...
by eradicator
Sat Sep 18, 2021 10:56 pm
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 255
Views: 25078

Re: All the different ways to automate a nuclear power plant

You're forgetting heat pipes and unfuled reactors as a heat-storage method. They are lossless but not directly measurable. Personally I've never seen a large scale design using this approach but I'm sure they must be out there. (Also when optimizing for UPS accumulators are actually better than stea...
by eradicator
Sat Sep 18, 2021 1:43 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 283
Views: 100594

Re: Friday Facts #365 - Future plans

Btw, on the topic of "hired modders": As far as I have seen on the forum, Wube hired two modders. Also Bilka. Would be interesting to know who initiated that process. Don't forget Klonan :) For some reason I always assumed Klonan went the other way round. Was Klonan hired before or after ...
by eradicator
Fri Sep 17, 2021 10:24 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 283
Views: 100594

Re: Friday Facts #365 - Future plans

I'd like to see GTA 6 :lol: :lol: :lol: Thinking of the original 2D GTA games makes me wonder if the factorio engine would be suitable to relicense to other studios. Displaying a few buildings, explosions and textboxes already works :p. Btw, on the topic of "hired modders": As far as I ha...
by eradicator
Fri Sep 17, 2021 12:23 pm
Forum: Modding interface requests
Topic: Log Something When Mod is Missing Dependency
Replies: 8
Views: 1026

Re: Log Something When Mod is Missing Dependency

+1 Read the directories, read mod.json, filter out duplicates, store the mods in a list, read dependencies in mod.json and write it into hash (mod -> dependencies) and look, if after load all dependencies have a mod loaded. If not, this mod isn’t activated. It was really not more than a screen of co...
by eradicator
Thu Sep 16, 2021 10:04 pm
Forum: Modding help
Topic: Chunk edges visable after changing tiles in on_chunk_generated
Replies: 2
Views: 408

Re: Chunk edges visable after changing tiles in on_chunk_generated

LuaSurface.set_tiles(tiles, correct_tiles) has a correct_tiles parameter, have you tried turning that on/off? Another method would be to change map gen settings so that the game handles it for you. But those are a bit underdocumented and can be difficult to get right.
by eradicator
Wed Sep 15, 2021 1:32 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 64
Views: 8412

Re: New API Docs website

curiosity wrote:
Wed Sep 15, 2021 10:25 am
I don't think the API website should need any tutorial. It must be simple and intuitive to use.
One might even go so far an argue that if the site feels like it needs a tutorial it's clearly overcomplicated. The old site's layout was quite straight forward.
by eradicator
Tue Sep 14, 2021 9:59 pm
Forum: Ideas and Suggestions
Topic: Can we please make constructions bots avoid fire?
Replies: 67
Views: 5968

Re: Can we please make constructions bots avoid fire?

Even if an on-damaged-return-to-port behavior was computationally feasible, is that actually a good solution to the problem at hand? That seems to me the more interesting question. A fleeing robot might already be surrounded by flames, or the "nearest port" might be positioned in such a wa...
by eradicator
Tue Sep 14, 2021 11:47 am
Forum: Modding help
Topic: Need some help with for a loop through ammo-turrets
Replies: 6
Views: 709

Re: Need some help with for a loop through ammo-turrets

Sorry, there is another error. tur = data.raw["ammo-turret"] for i, v in pairs(tur) do v.attack_parameters.ammo_categories = a end You shouldn't use a global variable to store a temporary table reference that is only used once. Either local tur = data.raw["ammo-turret"] for i, v...
by eradicator
Mon Sep 13, 2021 9:15 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 243
Views: 27652

Re: Small documentation improvement requests

(I accidentally deleted curi's original comment, but thankfully it is preserved in this reply. Whoopsie) https://wiki.factorio.com/Tutorial:Localisation#Built-in_parameters says "We can also use this for items and entities etc.", but there is no list of acceptable keywords anywhere. Yea, i...
by eradicator
Mon Sep 13, 2021 4:17 pm
Forum: Minor issues
Topic: [Boskid] [1.1.39] Larger than normal mouse cursor covers numbers
Replies: 4
Views: 995

Re: [1.1.39] Larger than normal mouse cursor covers numbers

HurkWurk wrote:
Mon Sep 13, 2021 3:31 pm
windows 10
I'm not on W10.

In retrospect looking at the gif it also shows a significant lag between in-game cursor (number) and real cursor position.
by eradicator
Mon Sep 13, 2021 1:56 pm
Forum: Not a bug
Topic: [1.1.38] crash if atempting to update a game when the exe was renamed
Replies: 5
Views: 919

Re: [1.1.38] crash if atempting to update a game when the exe was renamed

-DeadlyKitten wrote:
Mon Sep 13, 2021 5:50 am
downloaded the standalone factorio
renamed factorio.exe to factorio_1_1_38.exe
You have to rename the whole folder if you want to be able to use two versions.
by eradicator
Sun Sep 12, 2021 3:04 pm
Forum: Gameplay Help
Topic: Radar/zoomed map night vision?
Replies: 6
Views: 1174

Re: Radar/zoomed map night vision?

Silari wrote:
Sat Sep 11, 2021 8:25 pm
which is just how the game works.
More correctly this is simply the vanilla default. Mods can activate it via zoom_to_world_can_use_nightvision.

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