Search found 47 matches
- Fri Mar 22, 2024 8:26 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 111
- Views: 12662
Re: Friday Facts #403 - Train stops 2.0
Can't await getting 2.0 :) Great job. Larger maps, planets ... and now we get remote driving. So you are aware of "it takes too long to get to a problem". remote driving is a good idea. But it is only a small solution to a bigger problem. To travel between planets in 2.0 or Space Explorati...
- Mon Dec 18, 2023 9:53 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 23076
Re: Friday Facts #388 - Smaller things for 2.0
Smart number format Often times you want to set some constant number, like "I want 7.5 stacks here", As already a lot of people said: All the given samples are not responding to the question. And a postfix "S" for stack is hard to guess. A slider indicating a "stack" m...
- Mon Oct 02, 2023 5:21 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 74501
Re: Friday Facts #378 - Trains on another level
I love these rails.
But the distances are looking wierd to me.
But the distances are looking wierd to me.
- Thu Sep 28, 2023 6:45 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 47804
Re: Friday Facts #377 - New new rails
With all the new rails I'm hoping F.A.R.L. (Fully Automated Rail Layer) will be capable to handle this.
It was my favorite mod within the first 1000 hours (currently at 3992)
It was my favorite mod within the first 1000 hours (currently at 3992)
- Sun Sep 04, 2022 9:29 am
- Forum: Ideas and Suggestions
- Topic: Repair packs: not from Roboport for personal losgistic
- Replies: 10
- Views: 1698
Repair packs: not from Roboport for personal losgistic
For personal logistics repair packs should only be handled from the logistic network. But currently also repair packs are taken form the roboports. Scenario: Currently I'm playing space exploration and I have outpost all along and want to maintain them with roboports and repair packs. I have enable ...
- Fri Jan 01, 2021 12:39 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.6] Tips and Tricks: Network Circuits "0"
- Replies: 2
- Views: 842
[1.1.6] Tips and Tricks: Network Circuits "0"
I guess you should also mentioned "but not the value 0".[...]can carry interger values form -2-31 to 2^31 [...]
Decisions like "... = 0" will almost never be fullfilled (except "everything = 0" )
- Sat Apr 18, 2020 10:28 pm
- Forum: Ideas and Suggestions
- Topic: Science as a tabsheet
- Replies: 1
- Views: 932
Science as a tabsheet
TLDR;
Science per minute is in my opinion the kind to compare megabases.
So a tabsheet only for science would give a easier overview.
Items and fluids have already been splitted.
Searching all sciences and comapre in a long producion list takes more time than it should be.
Science per minute is in my opinion the kind to compare megabases.
So a tabsheet only for science would give a easier overview.
Items and fluids have already been splitted.
Searching all sciences and comapre in a long producion list takes more time than it should be.
- Sat Apr 18, 2020 10:22 pm
- Forum: Ideas and Suggestions
- Topic: Make sorting order in statistic windows configurable
- Replies: 0
- Views: 577
Make sorting order in statistic windows configurable
TLTR Sorting order is not intuitive. Long: In the production and power statisics the items are listen form top to down and then to 2nd column. If I have 30 power comsumer types what information I got form the 15th comsumer at the top of the second columns. statistics sorting.jpg vs logistics order s...
- Fri Mar 13, 2020 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Add Green and Red wire to the Deconstruction Planner
- Replies: 13
- Views: 4256
Remove logic wires using deconstruction planner
TL;DR Remove logic wire depending on the filters of a deconstructing plan. What ? After playing 2k hours of factorio there is still room to optimize factories and my blueprints. I use heavily logic wires on un-/loading stations for balanced out-/input so all chests get empty/filled equally and the ...
- Fri Mar 13, 2020 10:30 am
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 96385
Bug 1.12.6 on_train_changed_state (ID 23)
I updated LTN (cannot remember previous version might 1.12.2 but something that has worked with 0.18.12 ) and now I got this message almost instant after loading. There are already 40+ trains in the network. Log: 350.327 Script @__OpteraLib__/script/logger.lua:332: <__LTN_Tracker_2__/control.lua:116...
- Wed Mar 11, 2020 2:08 pm
- Forum: Duplicates
- Topic: [0.18.12] incorrect progressbar on additional infinity reseach
- Replies: 1
- Views: 747
[0.18.12] incorrect progressbar on additional infinity reseach
TLDR next level of infinity research show the same progress as the current research reproduction scenario: - remove infinity research e.g. mining 34 so you get no reseach - readd the canceled infinity research - add one or more research of the same type e.g. mining 35 + 36 => mining 35 and 36 are sh...
- Sun Nov 17, 2019 9:53 pm
- Forum: Modding help
- Topic: How to match blueprint entities to actual entities?
- Replies: 8
- Views: 2175
Re: How to match blueprint entities to actual entities?
Hi mrvn, you demo works very well (22 Download at the moment). I got no larger project :D MathCoProcessor a combinator to store the functional behavior I integrated it with minor so it can even reuse even more easily. It looks nice. Here are the 3 ingredients if anyone is interested: 1) the callback...
- Sun Nov 10, 2019 10:28 pm
- Forum: Modding help
- Topic: [CLOSED] prevent UI dialog from base entity?
- Replies: 4
- Views: 1341
Re: prevent UI dialog from base entity?
perfect. local function on_gui_closed(event) if event.element~=nil and event.element == lib.player.gui.center.mathProcessorUi then lib.player.gui.center.mathProcessorUi.destroy() end end local function on_gui_opened(event) if event.entity and event.entity.name == "math-allInOne" then .... ...
- Sun Nov 10, 2019 9:52 pm
- Forum: Modding help
- Topic: migration of items by json?
- Replies: 2
- Views: 912
Re: migration of items by json?
Hello Bilka, JSON migrations are applied as a map is loaded. Multiple such migrations can be applied at once. All JSON migrations are applied before any Lua migration is applied. hmm what means removing? Just no longer adding them or what is the correct event to remove them? It seems JSON migration ...
- Sun Nov 10, 2019 4:40 pm
- Forum: Modding help
- Topic: migration of items by json?
- Replies: 2
- Views: 912
migration of items by json?
I want to migrate my items(chests and inventories) and entities (placed on map) I have already a migration script for the placed entities because json migration can not handle the additional manipulation to my global values. So items are left to migrate. I think this might be the rigth way https://l...
- Sun Nov 10, 2019 4:04 pm
- Forum: Modding help
- Topic: [CLOSED] prevent UI dialog from base entity?
- Replies: 4
- Views: 1341
Re: prevent UI dialog from base entity?
thx prevent base dialog perfectly.
any ideas how to support ESC key? So it closes my custom dialog like other dialogs?
any ideas how to support ESC key? So it closes my custom dialog like other dialogs?
- Sun Nov 10, 2019 7:27 am
- Forum: Modding help
- Topic: [CLOSED] prevent UI dialog from base entity?
- Replies: 4
- Views: 1341
[CLOSED] prevent UI dialog from base entity?
Hi all, I have a entity derived from constant combinator. In the past the entity has a behavior based on its type and I just disabled the UI dialog by diabling any dialogs entity.operable =false data:extend({entity}) but how I combined a set of combinators and wanted to create a settings UI. e.g. pl...
- Fri Sep 20, 2019 7:58 am
- Forum: Modding help
- Topic: [SOLVED] Missing new added items after updating mod
- Replies: 9
- Views: 1948
Re: Missing new added items after updating mod
thanks a lot. my migrations script for index, force in pairs(game.forces) do local technologies = force.technologies local recipes = force.recipes if technologies["math-combinators-2"].researched then local names = {"avg-combinator","med-combinator", "sum-combinato...
- Thu Sep 19, 2019 3:50 pm
- Forum: Modding help
- Topic: [SOLVED] Missing new added items after updating mod
- Replies: 9
- Views: 1948
[SOLVED] Missing new added items after updating mod
Hi all, I need some hints for which keyword I have to look into. Background: I updated my first mod in the last days MathCoProcessor I had a sandoxbox save but also another player has observed the behavior in the normal game. Steps I have done: - The recipe in my mod 0.17.0 unlocked 3 items - Then I...
- Sun Jun 02, 2019 8:51 am
- Forum: Ideas and Suggestions
- Topic: round up fluids reading train inventory
- Replies: 109
- Views: 38834
Re: [0.17.43] round down floats <1.0 leads to undesired behaviors
Oh no, not this again. I remember the rounding method was changed about 2 times due to problems like this. Won't rounding up(in all cases including storage tanks, since it has to be consistent) cause other problems in other setups? I'll add this to my TODO and hopefully we can fix it. We might impl...