Search found 5706 matches
- Wed Apr 24, 2024 8:49 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 137
- Views: 14729
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
When I have a whole belt reader and a normal belt reader on the same segment how do I know which is which? It would be nice if the normal belt reader visually didn't connect to the railings for the whole belt reader. Can splitters get a circuit interface so they can be read, and maybe even more awso...
- Wed Apr 24, 2024 8:30 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 137
- Views: 14729
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Can one hover over a roboport, logistic chest or connected entity and then open the logistic view with the network for that entity pre-selected? Or will it always open with the network under the mouse (if there is one)? I assume with the minimap that only logistic networks on the current planet are ...
- Wed Apr 24, 2024 8:17 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 14839
Re: Friday Facts #404 - Frustration not found
Nice improvement for the blueprint grid options. But "arrow" keys? The game moves with WASD, not arrow keys. On many laptops arrow keys are awkward to use. Is that so you can still move the player around while adjusting the grid? The grid parameters should work better out of the box. Why i...
- Wed Apr 24, 2024 7:57 pm
- Forum: Outdated/Not implemented
- Topic: Suggestion: Circluar belts
- Replies: 7
- Views: 589
Re: Suggestion: Circluar belts
Could one mod this by creating 2 half sized belts. I.e. having 2 belts going opposite ways and just reducing the footprint to 1 tile.
- Wed Apr 24, 2024 7:54 pm
- Forum: Combinator Creations
- Topic: Precision generic fluid routing and splitting
- Replies: 9
- Views: 464
Re: Precision generic fluid routing and splitting
A few thoughts on this: 1) Don't forget that the fluid system uses floating point arithmatic. It isn't precise. So it is totally possible that you sometimes loose a bit of fluid or even gain a bit of fluid. This might be 0.000001 fluid but if that gets left in the pipe somewhere then the next fluid ...
- Fri Apr 19, 2024 6:14 am
- Forum: Modding help
- Topic: How to make an inventory that incudes the exact contents (slot by slot) in blueprints?
- Replies: 2
- Views: 174
Re: How to make an inventory that incudes the exact contents (slot by slot) in blueprints?
Did you already consider script inventories ? They can be resized if necessary, and you can loop over the slots just like it was a common inventory, so it is possible to preserve order. How would the user interact with that inventory? How would the blueprint include the contents of that inventory? ...
- Thu Apr 18, 2024 9:05 pm
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4160
Re: make more entity prototypes support rotation
when an entity has a square collision box rotation effectively is just a variation but if its not a square and the collision box also needs to adapt that would then be a rotation right? ignoring other things that would need to also adapt like potential fluidboxes, wire connection points, ... The bo...
- Thu Apr 18, 2024 8:53 pm
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4160
Re: make more entity prototypes support rotation
No, my need is an actually rotating chest that has a functional (where the LUA code then connects to an assembler) and visible (the graphics showing where it would connect) direction. I just mentioned that variations could be merged with direction because you brought up trees and resources and asked...
- Thu Apr 18, 2024 7:05 pm
- Forum: Modding help
- Topic: How to make an inventory that incudes the exact contents (slot by slot) in blueprints?
- Replies: 2
- Views: 174
How to make an inventory that incudes the exact contents (slot by slot) in blueprints?
I'm working on a crafting combinator and currently am stuck at support for modules. Currently the crafting combiantor has a chest containing modules in a user defined order, one module per slot. When setting a recipe the combinator simply tries to insert modules in the order they are in the chest. W...
- Thu Apr 18, 2024 6:44 pm
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4160
Re: make more entity prototypes support rotation
There are two parts to the direction of an entity: 1) the collision box rotates, the direction of the belt changes, the location of pipe connection changes. 2) You get a different graphic. I agree that rotating a tree makes little sense. Well, the first 90° rotation makes the tree a fallen tree. Tha...
- Wed Apr 17, 2024 8:26 pm
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4160
Re: make more entity prototypes support rotation
"Factorio uses dependency injection in ... graphics". Isn't the rotation, specifically the direction value, purely a graphics thing? Direction is used to determine the orientation of the bounding box on the entity, to determine which way input and output fluidboxes are on the entity, to d...
- Wed Apr 17, 2024 5:49 pm
- Forum: Minor issues
- Topic: [0.18.18] Consumption graph inaccurate with modded lab.
- Replies: 15
- Views: 7626
Re: [0.18.18] Consumption graph inaccurate with modded lab.
That would also remove the loss of science packs due to transferring packs with partial durability. Apparently when you daisy chain labs you get less science than when you feed them individually. As for steam boilers don't they consume the fuel when they use the first joule of energy and then keep a...
- Wed Apr 17, 2024 5:27 pm
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4160
Re: make more entity prototypes support rotation
... Weather he knows about dependency injection or not and why it wasn't used. Factorio uses dependency injection in a few places where it makes sense; network sockets, graphics, sounds, and so on. However, dependency injection only works when your dependency is an interface (set of virtual functio...
- Mon Apr 15, 2024 1:03 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 85
- Views: 102346
Re: Beautiful Sushi Belts
No problem! My bad on expecting everyone to know what rate-limited sushi is. BTW I think I have my setup for the 12 science packs of the expansion, can't wait to try that out :D Well, with rate limiting there really isn't any magic to it. And with 12 that is 6 per side or half a yellow belt each. I...
- Mon Apr 15, 2024 12:52 am
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4160
Re: make more entity prototypes support rotation
I'm just sometimes amazed at some of the problems when they are well known programming issues with established solutions. It triggers the "I've learned about how not do this and that sounds exactly how this was done" syndrom. Well, do you think Rseding91 doesn't know or considered and rej...
- Fri Apr 12, 2024 10:41 pm
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 73
- Views: 29098
Re: Do not pause game when looking at research in single player
It’s not so, that the devs have nothing todo. And their internal list is surely sorted by game-play-value multiplied with the reversed implementation effort. Something like this. If it was sorted as you state, then a fix that had high game-play-value and a minimal 1/implementation-effort would be a...
- Fri Apr 12, 2024 10:39 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 129
- Views: 16823
Re: Friday Facts #403 - Train stops 2.0
hi, i am still missing the opportunity to split the output from a train station evenly to all trains that want to go to that station. for example: i've one pickup station for iron ore but if i have two trains that will pick up that ore and the production of the ore is too slow to fully support both...
- Fri Apr 12, 2024 10:29 pm
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4160
Re: make more entity prototypes support rotation
You're welcome to make your own game with a similar feature set to Factorio and implement it in a way you see fit. Sorry if I come across snarky. You're doing a great game. I'm just sometimes amazed at some of the problems when they are well known programming issues with established solutions. It t...
- Mon Apr 08, 2024 2:03 pm
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4160
Re: make more entity prototypes support rotation
As for C: While waiting for the game to (auto)save is boring is that really something we should feature shorten the game for so it's 0.00001% faster? Why do entities even have rotating and non-rotating types? Or if they must why isn't that using dependency injection? The entity class should get the ...
- Mon Apr 08, 2024 1:49 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 153
- Views: 54854
Re: ARM Build
Well, I don't want to use the headless server on a switch. I just want it to exist so I can try running on a non-switch.