Search found 31 matches
- Sun Mar 15, 2020 12:13 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 61187
Re: Friday Facts #338 - The (real) Character GUI
One of the significant issues we've already noticed with the first prototype shown in FFF#120 was that the legs start looking really stupid at higher speeds.
Now I imagine the legs/inserters forming a sphere when you start sprinting with the Spidertron and you are rolling around like a ...
- Fri Feb 14, 2020 7:08 pm
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 30442
Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect
I got that star wars reference 

- Sat Aug 24, 2019 10:26 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 160877
Re: Friday Facts #309 - Controversial opinions
Inserters should not chase items
I kind of like the fact that you have this requirement of having to upgrade inserters once you get higher belt speeds. It shows how much your factory has increased in technology which requires you to "go with the times".
Not sure how the current system works, but ...
I kind of like the fact that you have this requirement of having to upgrade inserters once you get higher belt speeds. It shows how much your factory has increased in technology which requires you to "go with the times".
Not sure how the current system works, but ...
- Sun Apr 07, 2019 11:11 am
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 71224
Re: Friday Facts #289 - Character GUI
A) just display the crafting menu with the different tabs again and set the min/max numbers there. This way the player does not have to manually manage the slots. He is already familiar with the Crafting layout, thus he knows where which item is.
How do you say that you want to have zero wood in ...
- Sat Apr 06, 2019 3:00 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 71224
Re: Friday Facts #289 - Character GUI
For the Logistic tab: Since the request slots will be infinite, why not
A) just display the crafting menu with the different tabs again and set the min/max numbers there. This way the player does not have to manually manage the slots. He is already familiar with the Crafting layout, thus he knows ...
A) just display the crafting menu with the different tabs again and set the min/max numbers there. This way the player does not have to manually manage the slots. He is already familiar with the Crafting layout, thus he knows ...
- Thu Mar 14, 2019 11:54 pm
- Forum: Ideas and Suggestions
- Topic: Some Feedback on Quickbar, Clipboard and Trains
- Replies: 1
- Views: 1140
Some Feedback on Quickbar, Clipboard and Trains
A few suggestions for the new 0.17 quickbar and copy-paste feature:
Main suggestions:
QUICKBAR : This seems to be the only downside of the new quickbar: When crafting an item, it is now directly placed into the inventory instead of the quickbar which requires one to open the inventory each ...
Main suggestions:
QUICKBAR : This seems to be the only downside of the new quickbar: When crafting an item, it is now directly placed into the inventory instead of the quickbar which requires one to open the inventory each ...
- Fri Jul 06, 2018 6:43 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 68791
Re: Friday Facts #250 - Dead end conclusion
I still dont understand why we are not having a file explorer for the blueprints and collapsible/unfoldable blueprint books instead of this weird row-by-row grind. Stuff shifts around constantly in that it is annoying. In a list it would be between two specific items and if I scroll past them I know ...
- Sun Jul 01, 2018 10:02 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 88404
Re: Friday Facts #249 - Dead end exploration
Create a new blueprint item and save structures in it.
You can then upload the blueprint to your personal library manually by clicking the "upload to personal library" button. A reference between inventory item and personal library entry is created.
You can make changes to your blueprint as usual ...
You can then upload the blueprint to your personal library manually by clicking the "upload to personal library" button. A reference between inventory item and personal library entry is created.
You can make changes to your blueprint as usual ...
- Sat Jun 16, 2018 12:52 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 74616
Re: Friday Facts #247 - Pricing and its exploits
If there is some takeaway for us, than it is, that we shouldn't wait with finishing the game too much.
I don't think so. I wouldnt even mind if we would get a 0.19 with purely and tons of Quality of Life improvements. And a 0.20 with additional polish you always wanted to do, but never had the ...
I don't think so. I wouldnt even mind if we would get a 0.19 with purely and tons of Quality of Life improvements. And a 0.20 with additional polish you always wanted to do, but never had the ...
- Sat Mar 03, 2018 9:42 pm
- Forum: News
- Topic: Friday Facts #232 - PAX, Bugs, Graphs
- Replies: 49
- Views: 27011
Re: Friday Facts #232 - PAX, Bugs, Graphs
So what is the GUI queue going to be used for?
- Sat Feb 24, 2018 1:18 pm
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 53408
Re: Friday Facts #231 - Belt compression & Crash log uploading
Γs the blog post already said, having it turned off wont create useful data. People wont even know about its excitance, and if they do, they will leave it off, because they dont trust it ("why is it off on default. thats might be fishy, i will leave it off.").
Having the player ask on installation ...
Having the player ask on installation ...
- Sat Feb 24, 2018 1:09 pm
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 53408
Re: Friday Facts #231 - Belt compression & Crash log uploading
1. I'm going to upload it here anyway
2. I can provide much more information on the forum than a single log
3. There are many bugs that don't involve crashes, and in those cases a log won't get sent
4. In the hypothetical case I try to reproduce a crash and in the process the game crashes 10 ...
- Thu Feb 01, 2018 4:53 pm
- Forum: Modding discussion
- Topic: LuaPlayer.can_place_entity wrong number of args
- Replies: 4
- Views: 2121
Re: LuaPlayer.can_place_entity wrong number of args
Thanks a lot, that works.
I swear i tested that and it didnt work. My bad!
edit: nevermind, i seem to have used ':' instead of '.'
I swear i tested that and it didnt work. My bad!
edit: nevermind, i seem to have used ':' instead of '.'
- Thu Feb 01, 2018 4:36 pm
- Forum: Modding discussion
- Topic: LuaPlayer.can_place_entity wrong number of args
- Replies: 4
- Views: 2121
LuaPlayer.can_place_entity wrong number of args
Hey,
Can someone explain to me how i use LuaPlayer.can_place_entity{name, position, direction}
Whenever i try to call it, it just says "bad argument #-1 to 'can_place_entity' (Wrong number of arguments)"
player:can_place_entity({"stone-furnace", {x=0, y=0}, defines.direction.north})
player:can ...
Can someone explain to me how i use LuaPlayer.can_place_entity{name, position, direction}
Whenever i try to call it, it just says "bad argument #-1 to 'can_place_entity' (Wrong number of arguments)"
player:can_place_entity({"stone-furnace", {x=0, y=0}, defines.direction.north})
player:can ...
- Thu Feb 01, 2018 12:31 pm
- Forum: Modding discussion
- Topic: Factorio API autocomplete extension for Visual Studio Code
- Replies: 11
- Views: 7754
Re: Factorio API autocomplete extension for Visual Studio Code
Hey, any chance of updating this to the newest version of Factorio?
Or maybe providing some sort of guide on how to generate a new version from the API documentation myself and others? That would be great!
Or maybe providing some sort of guide on how to generate a new version from the API documentation myself and others? That would be great!

- Tue Jan 30, 2018 1:57 pm
- Forum: Modding help
- Topic: LuaControl.get_craftable_count doesnt work for LuaRecipe
- Replies: 3
- Views: 1590
- Mon Jan 29, 2018 10:10 pm
- Forum: Modding help
- Topic: LuaControl.get_craftable_count doesnt work for LuaRecipe
- Replies: 3
- Views: 1590
LuaControl.get_craftable_count doesnt work for LuaRecipe
Just tried to pass a LuaRecipe to the get_craftable_count function and it returned
#-1 to 'get_craftable_count' (string expected, got table)
In the API documentation it says, i can either pass a string or an entire LuaRecipe. Passing a string works (e.g. extracting the name out of the LuaRecipe ...
#-1 to 'get_craftable_count' (string expected, got table)
In the API documentation it says, i can either pass a string or an entire LuaRecipe. Passing a string works (e.g. extracting the name out of the LuaRecipe ...
- Thu Jan 18, 2018 3:20 pm
- Forum: Ideas and Suggestions
- Topic: Belt Buff via Pneumatic Tubes symbiosis
- Replies: 0
- Views: 1114
Belt Buff via Pneumatic Tubes symbiosis
The idea of pneumatic tubes has been around for a while, some mods have already explored them and it already came up in combination with the belt vs. bots fff blog article. Here is my proposal:
Pneumatic Tubes are an option ALONGSIDE belts. Pneumatic tubes dont work on their own and they dont work ...
Pneumatic Tubes are an option ALONGSIDE belts. Pneumatic tubes dont work on their own and they dont work ...
- Sat Jan 13, 2018 6:05 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 481692
Re: Friday Facts #225 - Bots versus belts (part 2)
Concerning the splitter buff: What happens if i want to sort iron plate to the right side, but the right belt is backed up. Do the iron plate go down the left side then?
- Sun Oct 08, 2017 2:45 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 39382
Re: Friday Facts #211 - The little things
>shouldnt the drawing and gamemechanics of entities be seperated to the point to use them independently?
It's generally good design to decouple things as you suggest; but apparently Factorio is so highly optimized that everything needs to be tightly coupled.
I see, that makes sense, but it is ...
It's generally good design to decouple things as you suggest; but apparently Factorio is so highly optimized that everything needs to be tightly coupled.
I see, that makes sense, but it is ...