Search found 18 matches

by ActionJackson
Fri Nov 29, 2024 8:58 pm
Forum: Modding interface requests
Topic: Add optional destination and player parameters to launch_rocket
Replies: 6
Views: 533

Re: Add optional destination and player parameters to launch_rocket

+1

I'd like to also suggest that the dropdown that becomes visible when you click Launch Rocket to choose a destination is instead its own dropdown that's always available/visible that can be given its own RW point
by ActionJackson
Tue Nov 19, 2024 10:51 pm
Forum: Documentation Improvement Requests
Topic: LuaGenericOnOffControlBehavior is incorrect
Replies: 1
Views: 238

LuaGenericOnOffControlBehavior is incorrect

The documentation here is incorrect

https://lua-api.factorio.com/latest/classes/LuaGenericOnOffControlBehavior.html#logistic_condition

There are 2 issues

- This is a RW signal, not just R
- The example is also incorrect

This does not work

a_behavior.logistic_condition = {condition ...
by ActionJackson
Fri Oct 25, 2024 7:08 pm
Forum: Ideas and Suggestions
Topic: Please, PLEASE make circuit connection behavior configurable per wire
Replies: 51
Views: 6664

Please, PLEASE make circuit connection behavior configurable per wire

With the new combinators we can specify what wires we want to operate on. I would REALLY like to be able to set the "Mode of operation" on a circuit connection PER WIRE

I want to set requests with one wire, and read contents on another. Let me give you a use case that makes sense now with SA ...
by ActionJackson
Fri Oct 25, 2024 2:10 pm
Forum: Gameplay Help
Topic: [2.0.9] Electromagnetic plant not behaving properly
Replies: 16
Views: 2922

Re: [2.0.9] Electromagnetic plant not behaving properly

We aren't rotating anything, this is before/after we are placing pipes. There is no rotation happening here
by ActionJackson
Thu Oct 24, 2024 5:50 pm
Forum: Gameplay Help
Topic: [2.0.9] Electromagnetic plant not behaving properly
Replies: 16
Views: 2922

[2.0.9] Electromagnetic plant not behaving properly

If you place 2 Electromagnetic plants such that the input/output of Electrolyte are adjacent, then place a pipe on another input/output of electrolyte, heavy oil just shows up where Electrolyte should be.

Then after removing the additional Electromagnetic plant and placing a pipe in the Holmium ...
by ActionJackson
Mon Jul 05, 2021 4:58 pm
Forum: Modding interface requests
Topic: add event for clicking of quickbar icon
Replies: 2
Views: 1176

Re: add event for clicking of quickbar icon

Coming up to a year for this request. Any hope for a fledgling mod maker?
by ActionJackson
Fri Sep 11, 2020 5:04 pm
Forum: Ideas and Suggestions
Topic: Slightly smarter inserters for trains?
Replies: 16
Views: 4578

Slightly smarter inserters for trains?

This has to do with inserter behavior when loading a train with filtered slots

Let's say you have a train with only 5 slots available and that they are all filtered to a different item (the rest of the slots are ignored with the RED X).

Problem: When pulling from a chest, the inserter will pull ...
by ActionJackson
Mon Aug 17, 2020 3:37 pm
Forum: Modding interface requests
Topic: add event for clicking of quickbar icon
Replies: 2
Views: 1176

add event for clicking of quickbar icon

I'd love to work on some mod ideas that have to do with interaction with the quickbar

Currently there is no direct way to tell when a user clicks on anything in the quickbar. Ideally I'd like to add some SHIFT+click and CTRL+click functionalities that instead of loading your cursor does some other ...
by ActionJackson
Tue Mar 05, 2019 4:35 pm
Forum: Technical Help
Topic: [SOLVED] [0.17.2] Error when changing map on a server: "MultiplayerManager failed: "Error while applying migration""
Replies: 6
Views: 3523

Re: [SOLVED] [0.17.2] Error when changing map on a server: "MultiplayerManager failed: "Error while applying migration""

Had same issue, fresh install of the .17 headless server.

The map was originally created and hosted on a windows client in MP mode, but when we went to move it to linux we had these issues. Followed the steps here and it worked. Might something be wrong with the headless server files?
by ActionJackson
Thu Jan 03, 2019 8:14 pm
Forum: Won't implement
Topic: Localisation in log files
Replies: 4
Views: 1836

Re: Localisation in log files

Thanks!
by ActionJackson
Thu Jan 03, 2019 7:33 pm
Forum: Won't implement
Topic: Localisation in log files
Replies: 4
Views: 1836

Re: Localisation in log files

Well you can log() the name, but not write it to a file with game.write_file

that's why i was suggesting a table of all loaded localisations and i can pick the one i want after that with a simple comparison. I have what I need for now, it's just not ideal.
by ActionJackson
Thu Jan 03, 2019 2:39 pm
Forum: Won't implement
Topic: Localisation in log files
Replies: 4
Views: 1836

Localisation in log files

Hello!

I'm working on a fun pet project that allows for traversing items and recipes via a web interface, with the ultimate goal being you can load in whatever mods you are using and create a dump of the information I need from items and recipes to a log file from within factorio. I take that data ...
by ActionJackson
Sat Jan 27, 2018 3:22 am
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 58301

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

I've got an idea for a scenario for you. I really like the idea of having to craft certain things for points, but I don't like just leaving it at that. Eventually, people will find the best items or whatever to raise the meter and I don't think that falls within the spirit of Factorio. So, here's my ...
by ActionJackson
Thu Jun 01, 2017 3:35 pm
Forum: Bob's mods
Topic: [bug report] bob's inserters not working after today's patch
Replies: 4
Views: 2389

[bug report] bob's inserters not working after today's patch

Existing inserters work fine, but placing new inserters ignore the GUI rules and the "long handed" pickup/dropoff etc
by ActionJackson
Wed Apr 26, 2017 7:47 pm
Forum: Duplicates
Topic: [.15.2] Blueprint GUI button causes crash
Replies: 2
Views: 1411

Re: [.15.2] Blueprint GUI button causes crash

I looked I swear! :)
by ActionJackson
Wed Apr 26, 2017 4:27 pm
Forum: Duplicates
Topic: [.15.2] Blueprint GUI button causes crash
Replies: 2
Views: 1411

[.15.2] Blueprint GUI button causes crash

On clicking the blueprint GUI button in my current playthru it is crashing my game. I am playing on my friend's headless linux server and if I click the blueprint manager icon the game crashes. Reconnecting to the server results in an immediate crash upon map download. Only rolling back to an ...
by ActionJackson
Mon Jul 25, 2016 1:57 pm
Forum: Ideas and Suggestions
Topic: My "200 hour" review, with suggestions! (long post)
Replies: 3
Views: 3387

Re: My "200 hour" review, with suggestions! (long post)

@bobingabout yes this is one thing that would be nice. Also I'd like a larger tile for excess storage so I can have multiple inserts pushing/pulling to the belts for smelting/etc.
by ActionJackson
Sun Jul 24, 2016 6:55 pm
Forum: Ideas and Suggestions
Topic: My "200 hour" review, with suggestions! (long post)
Replies: 3
Views: 3387

My "200 hour" review, with suggestions! (long post)

Background

I've been playing Factorio for a little over 200 hours now over the last few months. I know to many that doesn't seem like a long time, especially for this game, but as a father, husband, and pretty busy guy reaching 200 hours in any game is quite the milestone. Let me start off this ...

Go to advanced search