Search found 38 matches

by Arcitos
Fri Oct 11, 2019 8:30 am
Forum: Modding help
Topic: Is it possible to check if entity has enough power?
Replies: 1
Views: 856

Re: Is it possible to check if entity has enough power?

You might use the "energy" property of the electric interface to check for this: If its > 0, the interface is at least somewhat powered. If you want to check whether a certain treshold is reached (e.g. "at least 60% of energy demand provided"), your calculation could take the &qu...
by Arcitos
Fri Aug 30, 2019 11:18 am
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 40652

Re: Friday Facts #310 - Glowing Heat pipes

Those glowing heat pipes emanate something sinister and powerful.

Especially that night time picture really brings the "Forges of Isengard" from the LOTR trilogy into my mind...

Great work!
by Arcitos
Wed Aug 28, 2019 11:01 pm
Forum: Modding interface requests
Topic: Allow "animation" for item-request-proxy icon
Replies: 7
Views: 2372

Re: Allow "animation" for item-request-proxy icon

But why? Hi, I'm sorry, I wasn't able to reply earlier. My reason for this proposal is that this would allow the use of animated icons for item-request-proxies that mimic the flashing entity status signs. It would also allow to create some kind of non-static icon like the rotating wrench symbol sho...
by Arcitos
Fri Aug 16, 2019 3:31 pm
Forum: Modding interface requests
Topic: Allow "animation" for item-request-proxy icon
Replies: 7
Views: 2372

Re: Allow "animation" for item-request-proxy icon

+0.5 might come in handy later. I didn't even think about the possibility of having more than one item-request-proxy prototype. I guess you want to spawn this manually and the engine keeps using the default one for stuff like blueprint modules? But has you probably have to track the proxy status an...
by Arcitos
Wed Aug 14, 2019 9:29 pm
Forum: Modding interface requests
Topic: Allow "animation" for item-request-proxy icon
Replies: 7
Views: 2372

Re: Allow "animation" for item-request-proxy icon

<marquee><blink>No thank you</blink></marquee> If my intention would be to annoy the player with unneccessarily distracting symbols, I'd just abuse the possibilities provided by the new rendering api :D In fact, this proposal is to avoid needing to render a separate animation whenever this item req...
by Arcitos
Wed Aug 14, 2019 8:58 pm
Forum: Modding interface requests
Topic: Allow "animation" for item-request-proxy icon
Replies: 7
Views: 2372

Allow "animation" for item-request-proxy icon

Currently any "item-request-proxy" entity requires a type "picture" sprite for the icon of the proxy. My question/suggestion: Allow the use of type "animation" for this, too. This would make nice things possible, imagine for example an item request proxy with an icon li...
by Arcitos
Wed Jul 31, 2019 3:33 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 137178

Re: Version 0.17.60

Reading the patchnotes was a punch in the gutts for me. I just hope for now, that we (the ones against the change) eventually will be able to comprehend Wube's grand schemes that made it inevitable and mandatory to rush this extremely controversial change to implementation and that the greater good ...
by Arcitos
Fri Jul 26, 2019 4:23 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 281755

Re: Friday Facts #305 - The Oil Changes

The explanations by V453000 are interesting and visually appealing but they nevertheless leave me behind a bit puzzled. My question is: What is your main intention behind the oil change? Is it to reduce the complexity /to smooth out the learning curve for new players? Then I’m curious why the "...
by Arcitos
Mon Jul 22, 2019 5:40 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208671

Re: Friday Facts #304 - Small bugs; Big changes

I'd argue that instead of changing the recipe, what is needed is more information. Specifically, an oil tutorial. Have the player build a pump jack, connect it to a refinery, and then instruct them to use one of the outputs to make something. Let's say a chem plant to make plastic. Once the output ...
by Arcitos
Sun Jul 21, 2019 11:03 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208671

Re: Friday Facts #304 - Small bugs; Big changes

I can only speak for myself, but the moment I discovered that refining oil in Factorio resulted in multiple by-products, I knew this was the game I had been waiting for years. Please keep the recipe as it is and allow future players to enjoy this moment as well. All other changes (inluding reserved ...
by Arcitos
Thu Jun 06, 2019 2:58 pm
Forum: Won't implement
Topic: Track "completed operations" for labs and miners, similar to "products_finished"
Replies: 0
Views: 666

Track "completed operations" for labs and miners, similar to "products_finished"

Hello together, at the moment it is easy to track production numbers for all entities of Type "CraftingMachine" using LuaEntity.products_finished . This is convienient but unfortunately not availabe for other entity types. Proposal I'd like to have a similar function for miners and lab ent...
by Arcitos
Fri May 10, 2019 7:44 pm
Forum: Not a bug
Topic: [0.17.37] Ghosts of modded offshore pumps don't use correct fluid
Replies: 2
Views: 1132

Re: [0.17.37] Ghosts of modded offshore pumps don't use correct fluid

On my modded offshore-pumps this works correct But I have also set: offshore_pump.fluid_box.filter = "apm_sea_water" [...] TIL... I wrongly assumed that changes to the fluid output will automatically change the fluidbox filter as well. The mod i use for this did not change the fluidbox fi...
by Arcitos
Fri May 10, 2019 12:19 pm
Forum: Not a bug
Topic: [0.17.37] Ghosts of modded offshore pumps don't use correct fluid
Replies: 2
Views: 1132

[0.17.37] Ghosts of modded offshore pumps don't use correct fluid

Hello, i encountered a serious problem with modded offshore pumps: If an offshore pump produces any fluid but water, the ghost of this modded offshore pump will nevertheless show "water" as fluid output. This causes some trouble since the inception of the new fluid mixing prevention logic,...
by Arcitos
Wed Apr 17, 2019 11:09 pm
Forum: Won't fix.
Topic: [0.17.31] Certain blueprint flags are ignored for item-request-proxy
Replies: 3
Views: 1533

Re: [0.17.31] Certain blueprint flags are ignored for item-request-proxy

Thanks for the report. I don't know if I consider it worth the time to go around making the item-request-proxy respect those flags since by it's nature it only exists to be interacted with through blueprints and the deconstruction planner. For now, I'm going to say it isn't worth it and leave it as...
by Arcitos
Sat Apr 13, 2019 2:45 pm
Forum: Won't fix.
Topic: [0.17.31] Certain blueprint flags are ignored for item-request-proxy
Replies: 3
Views: 1533

[0.17.31] Certain blueprint flags are ignored for item-request-proxy

Dear devs, i just stumbled upon the following issue: If i add the "not-blueprintable" and "not-deconstructible" flags to an item-request-proxy, i'm still able to deconstruct those entities with a deconstruction planner. Steps to reproduce: 1. Add the "not-blueprintable"...
by Arcitos
Sat Apr 06, 2019 6:59 pm
Forum: Implemented mod requests
Topic: Add read access to "alert_icon_shift" property of entity prototype
Replies: 2
Views: 1057

Re: Add read access to "alert_icon_shift" property of entity prototype

Bilka wrote: ↑
Sat Apr 06, 2019 6:57 pm
Okay, added to the next version.
Thank you :)
by Arcitos
Sat Apr 06, 2019 6:34 pm
Forum: Implemented mod requests
Topic: Add read access to "alert_icon_shift" property of entity prototype
Replies: 2
Views: 1057

Add read access to "alert_icon_shift" property of entity prototype

Hi, I propose the exposition of the "alert_icon_shift" property that's currently available only on prototype load. I'm using the new lua.renderer functions to draw an warning icon on top of an entity. However, this function will place the icon at the center of the target entity and not at ...
by Arcitos
Sat Feb 09, 2019 9:14 pm
Forum: Implemented mod requests
Topic: on_item_request_removed
Replies: 18
Views: 4984

Re: on_item_request_removed

[...] there's no way to know what's going to happen when a mod reads an entity's `item_requests` or sets it nil. If the "item_requests"-value of a item-request-proxy is set to nil, the item-request-proxy is fulfilled and subsequently removed (i tested this a few minutes ago). It doesn't m...
by Arcitos
Sat Feb 09, 2019 8:26 pm
Forum: Implemented mod requests
Topic: on_item_request_removed
Replies: 18
Views: 4984

Re: on_item_request_removed

+1

Dear devs,
please make completion and cancellation of entity-type "item-request-proxy" detectable. Currently there is no efficient way to get information about this, because the "death" of item request proxies is also not covered by event.on_entity_died().

Regards,
Arcitos
by Arcitos
Sun Jan 14, 2018 9:28 pm
Forum: Not a bug
Topic: [0.16.16] Tile prototype limit (255) too low
Replies: 30
Views: 17213

Re: [0.16.16] Tile prototype limit (255) too low

Thanks for your fast reply, posila. This is indeed a real pity, but i fully understand your motivation in keeping the tile id limit at 255. I was just curious if lifting this limit would be feasible.

Regards
Arcitos

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