Search found 53 matches

by ichVII
Mon Nov 18, 2019 2:02 am
Forum: Modding interface requests
Topic: unpowered combinators
Replies: 3
Views: 129

unpowered combinators

I know this is an old topic and the devs have decided to let unpowered and marked for deconstruction combinators remain in their last state. I would like to be able to create a mod, that changes that behaviour. Meaning make them (a) work like normal or (b) dont send a signal anymore. Either of those...
by ichVII
Thu Nov 14, 2019 11:56 am
Forum: Modding interface requests
Topic: uncompressed blueprint string
Replies: 2
Views: 115

uncompressed blueprint string

In addition to the import_stack and export_stack features, I would like to have an option to use similiar features with the uncompressed blueprint string. While set/get_blueprint_entities/tiles/entity_tags are great, it would be nice to have one combined access to all information. I tried to inflate...
by ichVII
Mon Nov 11, 2019 7:55 pm
Forum: Modding interface requests
Topic: control behaviour type of an entity prototype
Replies: 7
Views: 195

Re: control behaviour type of an entity prototype

I understand that that is how you want your mod to work. That is why i wasn't asking you to change your mod in the first place, but instead asking for help trying to make the adjustments I wanted for personal use. Edit: I am trying to build a Microfactory of size 9x11 in seablock and anything, that ...
by ichVII
Mon Nov 11, 2019 7:44 pm
Forum: Modding interface requests
Topic: control behaviour type of an entity prototype
Replies: 7
Views: 195

Re: control behaviour type of an entity prototype

In version 0.17.2, if you place an entity over an existing entity of the same name, it just places a ghost entity at that position and does not overwrite the existing entity. In particular, if the entity is a constant combinator, it creates a ghost of that entity instead of changing the signals prov...
by ichVII
Mon Nov 11, 2019 6:25 pm
Forum: Combinator Creations
Topic: number of item stacks in a chest
Replies: 5
Views: 486

Re: number of item stacks in a chest

I add stack size-1 first in order to get the correct rounding. Then I indeed multiply by 100k/stack size. The item_slot_count of an entity of the type constant-combinator can be set to any number. 18 is the default value for the constant combinator. My mod "Utility Combinators+" https://mods.factori...
by ichVII
Mon Nov 11, 2019 6:19 pm
Forum: Modding interface requests
Topic: control behaviour type of an entity prototype
Replies: 7
Views: 195

Re: control behaviour type of an entity prototype

I am trying to change the mod conman. For a build-order it uses the create_entity command to place a ghost of the entity. This has the downside, that the created ghost does not try to merge with existing entities. I intend to replace the create_entity command by set_blueprint_entities followed by bu...
by ichVII
Sun Nov 10, 2019 7:42 pm
Forum: Modding interface requests
Topic: control behaviour type of an entity prototype
Replies: 7
Views: 195

control behaviour type of an entity prototype

I would like to have something like LuaEntityProtoype.control_behaviour_type. I assume that the control behaviour type does not depend on the specific entity, but only the entity prototype or even just the type of the entity prototype. But I belive there is no direct way to access it without placing...
by ichVII
Sat Nov 09, 2019 5:09 pm
Forum: Ideas and Requests For Mods
Topic: stack size combinator
Replies: 4
Views: 579

Re: stack size combinator

viewtopic.php?f=193&t=77709

Finally created a solution.
by ichVII
Sat Nov 09, 2019 4:39 pm
Forum: Modding help
Topic: place entity ghost like in blueprint
Replies: 0
Views: 29

place entity ghost like in blueprint

Currently, if you place a entity ghost using create_entity, it does not try to merge with an equal entity at the same spot. In particular, if we place a ghost of an assembler over an assembler, that doesnt reset that assembler to no recipe, but it creates a ghost entity beneath it. If, however we de...
by ichVII
Thu Nov 07, 2019 7:43 pm
Forum: Combinator Creations
Topic: number of item stacks in a chest
Replies: 5
Views: 486

Re: number of item stacks in a chest

My mod checks the stack size of each item prototype on init. If the stack size of an item agrees with the one given in that item prototype, it works. I assume that is always the case, but I am inexperienced with factorio modding. But it only works correctly if the stack size is a divisor of 100k and...
by ichVII
Thu Nov 07, 2019 4:53 pm
Forum: Combinator Creations
Topic: number of item stacks in a chest
Replies: 5
Views: 486

number of item stacks in a chest

With the help of my mod "Utility Combinators+", an extension to justarandomgeeks "Utility Combinators", I created a circuit, that can calculate exactly how many stacks of each item a chest contains, assuming there is no more then one incomplete stack per resource. Just ignore the nuclear artillery i...
by ichVII
Wed Nov 06, 2019 12:45 pm
Forum: Ideas and Suggestions
Topic: See not rounded circuit signals
Replies: 2
Views: 107

See not rounded circuit signals

TL;DR A option in settings to see the exact number in tooltips instead of the rounded amounts. What ? If the option is activated and you are hovering over an entity (eg chest, tank, pole, combinator) where the tooltip shows a signal or the content, you see the exact amounts instead of the rounded v...
by ichVII
Wed Nov 06, 2019 11:23 am
Forum: Ideas and Suggestions
Topic: Decider combinator with "Anything" output
Replies: 23
Views: 4607

Re: Decider combinator with "Anything" output

+1 Plus: the table above lists situations, where two signals could be outputted, in that case any matching signal should be outputted. Sounds more logical for me... It is really important to distinguish between "any" and "each". If you mean "any", as in just one, I agree. If you mean "each", I disag...
by ichVII
Wed Oct 30, 2019 10:56 pm
Forum: Ideas and Suggestions
Topic: Inserters with ghost wires
Replies: 4
Views: 134

Re: Inserters with ghost wires

I finally came up with a practical, vanilla example: If you build a production line for blue circuits or even rockets by bots and definitely want your inserters to wait until the pm3s have been placed in the building, this would greatly help. (You can check av conbot= total conbot to check, if const...
by ichVII
Tue Oct 29, 2019 4:32 pm
Forum: Ideas and Suggestions
Topic: Inserters with ghost wires
Replies: 4
Views: 134

Inserters with ghost wires

TL;DR If an inserter is placed in a blueprint and has a wire connection and a enable condition in the blueprint, it should NOT work until the entity it is attached to via wire is placed. What ? If I place a blueprint containing inserters, that are wired and have circuit conditions, they should not ...
by ichVII
Sun Oct 13, 2019 12:19 pm
Forum: Ideas and Suggestions
Topic: Control+Click on empty inventory slot when there arent any
Replies: 0
Views: 65

Control+Click on empty inventory slot when there arent any

When you open an entity and control click on an empty slot in your inventory you transfer as many suitable items to the entity as possible. This is a really nice feature. But if your inventory is full, you cannot use it and have to search through your entire inventory to find the correct item. This ...
by ichVII
Sat Oct 05, 2019 11:46 am
Forum: Implemented Suggestions
Topic: Option to change the amount of maximum autosaves
Replies: 7
Views: 1337

Re: Option to change the amount of maximum autosaves

I tried using this in 0.17.69, but it doesnt work anymore. I set the value of autosave-slots to 100, but still only have three autosave-slots.
by ichVII
Mon Dec 18, 2017 9:32 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 677
Views: 159682

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

I know there are more pressing issues, like getting this to work on .16, but blueprint data is not copied using the duplicating chest. Is it possible to change this?
by ichVII
Sun Dec 17, 2017 11:46 pm
Forum: Ideas and Suggestions
Topic: give nuclear fuel a used% like science packs
Replies: 3
Views: 394

Re: give nuclear fuel a used% like science packs

round 2:
@modrators: move this to ideas/requests for mods pls

I understand, why you choose not to have it in vanilla.

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