Search found 72 matches

by ShadowGlass
Wed Jul 27, 2022 8:44 am
Forum: Duplicates
Topic: [1.1.62] crash: Linked chest + circuit wires
Replies: 1
Views: 795

[1.1.62] crash: Linked chest + circuit wires

Modded the existing linked-chest entity to enable circuit wires (copied wire settings from steel chest). 1. Have a miner (tested with burner mining drill) mine directly into a linked chest 2. Connect the miner & the chest with green wire 3. On the miner uncheck read resources & check enable/...
by ShadowGlass
Thu Jun 30, 2022 3:50 am
Forum: Modding interface requests
Topic: Change Prototype/Item.burnt_result into an ItemProductPrototype
Replies: 3
Views: 1214

Change Prototype/Item.burnt_result into an ItemProductPrototype

Prototype/Item.burnt_result currently is a simple string containing an item name. This means that burnt_result is limited to always be a 1-to-1 amount for all items. Please change this to (optionally) be an ItemProductPrototype (no fluids allowed), so we can use the amount and probability fields to ...
by ShadowGlass
Tue Jun 28, 2022 2:50 am
Forum: Modding interface requests
Topic: Request: Prototype/ResourceEntity custom_map_tooltip property
Replies: 2
Views: 1128

Request: Prototype/ResourceEntity custom_map_tooltip property

Please add a new property for the 'resource' prototype: name: custom_map_tooltip type: LocalisedString default: nil If this is specified, then it should be displayed on the map view when hovering over the resource, instead of the default generated tooltip which shows the product names / amounts. We ...
by ShadowGlass
Tue Jun 28, 2022 2:19 am
Forum: Modding interface requests
Topic: Request: Prototype/AutoplaceControl default_enabled property
Replies: 1
Views: 815

Request: Prototype/AutoplaceControl default_enabled property

Please add a new property for the 'autoplace-control' prototype: name: default_enabled (or just "enabled") type: bool default: true If set to false, it allows an autoplace control to be disabled (checkbox unchecked on the GUI) on the default map-gen settings, while allowing the player or n...
by ShadowGlass
Wed Feb 02, 2022 12:44 pm
Forum: Implemented mod requests
Topic: Request: Prototype/AutoplaceControl mandatory property
Replies: 1
Views: 1165

Request: Prototype/AutoplaceControl mandatory property

Please add a new property for the 'autoplace-control' prototype:

mandatory

type: bool
default: false

If true it disables (or removes, whichever you prefer) the checkbox on the left of the autoplace control, so the player can't completely remove the resource or terrain feature from map gen.
by ShadowGlass
Wed Nov 24, 2021 5:47 am
Forum: Resolved Problems and Bugs
Topic: [1.1.47] Tips & tricks (modded) prototype error at load time
Replies: 4
Views: 2328

Re: [1.1.47] Tips & tricks (modded) prototype error at load time

So apparently this was changed to "unlock-recipe" from "unlocked-recipe". I think the bug report is still valid, as this was an undocumented change. 1. Please update the wiki. Updating the documentation should be part of the workflow, and a change/bugfix/feature shouldn't be cons...
by ShadowGlass
Wed Nov 24, 2021 3:08 am
Forum: Resolved Problems and Bugs
Topic: [1.1.47] Tips & tricks (modded) prototype error at load time
Replies: 4
Views: 2328

[1.1.47] Tips & tricks (modded) prototype error at load time

This error only happens on 1.1.47. It works correctly on 1.1.46. image_2021-11-24_135959.png The data.lua is simply adding a custom tip with the "unlocked-recipe" trigger (testmod attached): data:extend( { { type = "tips-and-tricks-item-category", name = "test-category"...
by ShadowGlass
Tue Dec 01, 2020 11:40 pm
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 246
Views: 114823

Re: pY Industry - Discussion

One interesting solution would be if the satellite returned some intermediate component that you need to use in the QC to make the space science.
by ShadowGlass
Tue Dec 01, 2020 6:53 am
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 246
Views: 114823

Re: pY Industry - Discussion

Yeah, the vanilla bots and their intermediaries could be removed. They have no reason to exist, as you say they are worse in every way than Pynobots. I don't think they devalue belts, at least at the beginning. Pyanodon bases become big much earlier than vanilla bases, and robots have a disadvantage...
by ShadowGlass
Sun Nov 29, 2020 6:20 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.2] Linked Chests: Inactive inserters don't wake up when pulling from linked chests
Replies: 1
Views: 1897

[Rseding91] [1.1.2] Linked Chests: Inactive inserters don't wake up when pulling from linked chests

An assembler producing inserters, with 3 different linked chests with different links providing the 3 ingredients. The iron plate chest has a continuous supply The iron gear chest is empty The circuit board chest has no supply but has a large amount of items (Attached save LinkedTest) 2020112917010...
by ShadowGlass
Fri Nov 27, 2020 3:19 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 890
Views: 339713

Re: pY Alien Life - Discussion

You don't need literally everything, but it's pretty close. I think you need all types of plants and shrooms, but the amounts will vary greatly. You won't need all the animals though. You'll need those which have special parts (unless you bioprint), and one for each of the main parts. They don't hav...
by ShadowGlass
Sat Nov 21, 2020 12:45 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 503740

Re: pY Raw Ores Discussion

so, whats your fix to it? There are two separate issues, molten solder & silver. I'm going to ignore hot air for all recipes, as it affects everything the same way. These are my suggestions: 1. Molten Solder I think this issue was caused by the various balances the plates have gone through. Ori...
by ShadowGlass
Fri Nov 13, 2020 6:05 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 890
Views: 339713

Re: pY Alien Life - Discussion

The new honey-to-ethanol recipe requires 3 fluid inputs, but the bioreactor only has 2 available:
20201113165905_1.jpg
20201113165905_1.jpg (166.01 KiB) Viewed 6335 times
by ShadowGlass
Tue Nov 10, 2020 7:27 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 503740

Re: pY Raw Ores Discussion

kingarthur wrote: ↑Tue Nov 10, 2020 6:48 am still working on dialing in everything. ill look at changing some things. im assuming your not using rso right? default settings or changed values for like richness and all that?
This was everything on default, no rso.
by ShadowGlass
Tue Nov 10, 2020 6:41 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 503740

Re: pY Raw Ores Discussion

Some feedback on the new ore generation: The big rocks don't seem to be that big any more. They used to have 8M ore each, now they only have a few 100k, much smaller than a regular ore patch in the same area. 20201110170144_1.jpg 20201110170148_1.jpg These amounts would be fine for salt & sulfur...
by ShadowGlass
Sun Nov 08, 2020 1:18 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 633
Views: 220849

Re: pY Petroleum Handling

Can't place Heat Exchanger and Fusion Reactor on the ground after the last PyPH update.
20201109001737_1.jpg
20201109001737_1.jpg (56.58 KiB) Viewed 7396 times
by ShadowGlass
Sun Nov 01, 2020 10:07 am
Forum: Pending
Topic: [kovarex] [1.0.0] Replay: Show GUI checkbox doesn't do anything
Replies: 4
Views: 1738

Re: [kovarex] [1.0.0] Replay: Show GUI checkbox doesn't do anything

Maybe I'm misunderstanding the functionality? With the checkbox off, new GUI windows will not open, but existing windows don't disappear. This also means that Toolbars, minimap, weapon bar is still visible Tooltips are still visible The cursor changes to whatever the player had in their cursor at th...
by ShadowGlass
Sun Nov 01, 2020 9:06 am
Forum: Pending
Topic: [kovarex] [1.0.0] Replay: Show GUI checkbox doesn't do anything
Replies: 4
Views: 1738

Re: [kovarex] [1.0.0] Replay: Show GUI checkbox doesn't do anything

I've uninstalled Factorio
Deleted the steamapps/common/Factorio folder
Deleted the AppData/Roaming/Factorio folder for my user
Restarted computer
Re-installed Factorio

Issue is still happening.

Any other ideas of what I should try?
by ShadowGlass
Sat Oct 31, 2020 6:54 am
Forum: Pending
Topic: [kovarex] [1.0.0] Replay: Show GUI checkbox doesn't do anything
Replies: 4
Views: 1738

[kovarex] [1.0.0] Replay: Show GUI checkbox doesn't do anything

No using any mods. Unchecking the show GUI checkbox during a replay has no effect. The player GUI continues to be shown. It doesn't matter if the checkbox is changed during pause or unpaused replay. Steps to recreate: Start a new game with the save replay option. Do stuff for a minute, open/close so...
by ShadowGlass
Fri Oct 30, 2020 6:11 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 275772

Re: pY HighTech Discussion

New trains look awesome! One possible issue is, the alignment between the wagons is different from vanilla trains. There's no 1 tile gap between wagons. I don't know if this is intentional (it does look pretty good), but this means we can't use these and regular trains on the same stations. 20201030...

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