Search found 8 matches

by thislooksfun
Sat Jan 27, 2024 6:08 am
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 140
Views: 30194

Re: Friday Facts #395 - Generic interrupts and Train stop priority

If a train is told to go to a disabled stop, it will enter the 'Destination full' state and wait until it is enabled. I don't like this actually. One of my current bases has a "building train" that fills up with materials and buildings for outposts and expansions at my main base then make...
by thislooksfun
Sun May 02, 2021 9:35 pm
Forum: Ideas and Suggestions
Topic: Suggestion : Additional data point for Roboport
Replies: 8
Views: 2465

Re: Suggestion : Additional data point for Roboport

I agree. Having the number of roboports making up a logistics network available in the circuit output would be invaluable for automating bot scaling. Currently you can easily have a system that maintains a fixed number of robots, adding more to the system as needed, but it's just that: a fixed numbe...
by thislooksfun
Sat Apr 29, 2017 10:53 pm
Forum: Modding help
Topic: Simple update script for 0.14 -> 0.15
Replies: 1
Views: 1104

Simple update script for 0.14 -> 0.15

Hello all! I wrote a simple shell script to help with porting mods from 0.14 to 0.15. To use it, simply download it from here (right-click -> download linked file): https://gist.githubusercontent.com/thislooksfun/d747e931d806a45ac2fd47bf57268297/raw/mod_migrator.sh (v: 1.1.1) Once you've downloaded ...
by thislooksfun
Wed Feb 08, 2017 8:43 pm
Forum: Won't implement
Topic: Call lua interfaces on game actions
Replies: 2
Views: 1534

Call lua interfaces on game actions

I'm trying to make an inventory that requires keeping track of the items that were placed into it. Specifically, I need to add custom logic to the 'insert' and 'can_insert' methods of the LuaInventory instance, but as I just found out from the IRC, those are not actually called when the base game in...
by thislooksfun
Wed Feb 08, 2017 8:23 pm
Forum: Duplicates
Topic: [0.14.22] [macOS] Large CPU use when in the background
Replies: 1
Views: 889

[0.14.22] [macOS] Large CPU use when in the background

As the title says, when playing on macOS (I'm on 10.12.2), while the game is focused, the CPU usage is normal, and often not even enough to spin the fans up. However, as soon as the game is in the background, it starts using about 2x as much CPU, and the fans start spinning up very noticeably. I und...
by thislooksfun
Wed Feb 08, 2017 7:38 pm
Forum: Modding help
Topic: How to set request_slot_count on a logistic-container?
Replies: 5
Views: 2122

Re: How to set request_slot_count on a logistic-container?

Thanks to the IRC, I found the problem: the prototype key is "num_logistic_slots", not "request_slot_count".
by thislooksfun
Tue Feb 07, 2017 3:57 pm
Forum: Modding help
Topic: How to set request_slot_count on a logistic-container?
Replies: 5
Views: 2122

Re: How to set request_slot_count on a logistic-container?

Yes, but how do I change it in the prototype? Like I said, I tried setting "request_slot_count = 20", but it didn't do anything. Full prototype code: data:extend({ { type = "logistic-container", name = "one-time-request-dummy-chest", icon = "__base__/graphics/icons...
by thislooksfun
Tue Feb 07, 2017 4:53 am
Forum: Modding help
Topic: How to set request_slot_count on a logistic-container?
Replies: 5
Views: 2122

How to set request_slot_count on a logistic-container?

Hello, I'm trying to make a custom "logistic-container" entity, and I would like it to have more than the default 10 logistic request slots. I found the "request_slot_count" property, but it's read-only. I then tried "request_slot_count = 20" in my "entity.lua"...

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