Search found 5202 matches
- 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 ...
- Mon Sep 20, 2021 4:48 pm
- Forum: Ideas and Requests For Mods
- Topic: Train control for kids
- Replies: 12
- Views: 1685
- 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...
- 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 ...
- 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...
- 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...
- 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%?
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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.
- Wed Sep 15, 2021 1:32 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 64
- Views: 8412
Re: New API Docs website
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.
- 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...
- 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...
- 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...
- 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
- 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
You have to rename the whole folder if you want to be able to use two versions.-DeadlyKitten wrote: ↑Mon Sep 13, 2021 5:50 amdownloaded the standalone factorio
renamed factorio.exe to factorio_1_1_38.exe
- 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?
More correctly this is simply the vanilla default. Mods can activate it via zoom_to_world_can_use_nightvision.