Search found 92 matches
- Sun Apr 21, 2019 4:13 am
- Forum: Combinator Creations
- Topic: Easily tileable 7-segment display [0.17]
- Replies: 7
- Views: 1491
Re: Easily tileable 7-segment display [0.17]
Not certain why the blueprint string didn't work, so here's a hopefully working link instead
- Sun Apr 21, 2019 12:43 am
- Forum: Combinator Creations
- Topic: Easily tileable 7-segment display [0.17]
- Replies: 7
- Views: 1491
Re: Easily tileable 7-segment display [0.17]
Here's an easily-tileable 11 segment display using far fewer combinators: This works by exploiting the fact that conditions on lamp can use "Anything = X" or "Everything != X" conditions, so the pair of constant combinators on the right specify a large set of values that -- when added to "N" -- will...
- Sat Apr 20, 2019 9:18 pm
- Forum: Ideas and Suggestions
- Topic: Joining a game with limited map download slots should show your position in the queue
- Replies: 1
- Views: 89
Joining a game with limited map download slots should show your position in the queue
As commonly requested by participants of today's FactorioMMO Stress Test: While waiting for a free map download slot while joining a multiplayer game, there should be some indication of your current position in the queue. Perhaps the text could read "Position in queue: 36 out of 205" or similar? Thi...
- Sat Apr 20, 2019 9:11 pm
- Forum: Ideas and Suggestions
- Topic: Tiny QOL Improvement to map exchange strings
- Replies: 6
- Views: 182
Re: Tiny QOL Improvement to map exchange strings
I meant in sense of the proposed QOL improvement presumably showing it, not as it currently stands.
- Sat Apr 20, 2019 9:01 pm
- Forum: Ideas and Suggestions
- Topic: Tiny QOL Improvement to map exchange strings
- Replies: 6
- Views: 182
Re: Tiny QOL Improvement to map exchange strings
Sounds reasonable. But why show the map exchange string at all when there can be a "copy map exchange string" button instead of a "show MES" button. No one is going to write it down character by character manually anyways, seeing it is always followed by copying it. Showing it means I also have to ...
- Sat Apr 20, 2019 8:19 pm
- Forum: Implemented mod requests
- Topic: A means of telling a client to connect to a different server
- Replies: 14
- Views: 1177
A means of telling a client to connect to a different server
Today's FactorioMMO stress test got me thinking on ways to handle truly massive scale multiplayer games with some degree of performance. One thought would be to have people split across multiple games with some form of sharing resources and chat between them. Some of this can already be done with ex...
- Sat Apr 20, 2019 1:11 am
- Forum: Ideas and Requests For Mods
- Topic: [0.17] Painless landfill
- Replies: 41
- Views: 1254
Re: [0.17] Painless landfill
But, the 0.17 implementation of landfill is clunky, mainly because you have to add landfill to the blueprint for it to work... Clunky. There is a mod that let's you add landfill to your older blueprints, but... you are still messing with the blueprints. BlueprintExtensions has had a rocky 0.4.x rel...
- Sat Apr 20, 2019 12:53 am
- Forum: Modding interface requests
- Topic: Error logs should show version number.
- Replies: 5
- Views: 199
Re: Error logs should show version number.
I'd also like to see this. I've one error report in particular where they only uploaded a partial factorio-current.log but it didn't have the first half which includes mod version numbers/etc. In that case, the issue was my mod relying on something added in 0.17.22 and them using it in an earlier ve...
- Fri Apr 19, 2019 11:15 pm
- Forum: Ideas and Suggestions
- Topic: Tiny QOL Improvement to map exchange strings
- Replies: 6
- Views: 182
Tiny QOL Improvement to map exchange strings
TL;DR: Map exchange strings should be automatically copied and pasted when the relevant functions are accessed. 99% of the time, if you are looking at the map exchange string for a map it is because you are going to copy it and paste it somewhere else. Currently (in 0.17), this requires two clicks (...
- Fri Apr 12, 2019 10:04 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 11258
Re: Friday Facts #290 - Rail building changes & High-res icons
on a side note, still waiting for the shift click build over water, hey robots can place landfill now, why can't they do with shift click method and also placing blueprints with shift click. Blueprint Extensions now has a "Add landfill to every tile of this blueprint that needs it" option, if you w...
- Fri Apr 05, 2019 7:21 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 136
- Views: 16143
Re: Friday Facts #289 - Character GUI
So, 2 years ago I posted a request to have the GUI highlight matching items (and dim everything else out) when searching:

- Thu Mar 28, 2019 11:38 pm
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype::secondary_collision_box is not exposed.
- Replies: 3
- Views: 197
Re: LuaEntityPrototype::secondary_collision_box is not exposed.
Yup, I'm aware that priority prototype bounding boxes are relative to the origin and facing north. Transformed bounding boxes can be obtained from an entity directly, but I don't have a real entity available in this case. The transformation itself is not too difficult though, I already have code for...
- Thu Mar 28, 2019 10:13 pm
- Forum: Modding interface requests
- Topic: Event request: on_player_cursor_ghost_changed
- Replies: 1
- Views: 119
Re: Event request: on_player_cursor_ghost_changed
Second this.
- Thu Mar 28, 2019 9:41 pm
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype::secondary_collision_box is not exposed.
- Replies: 3
- Views: 197
LuaEntityPrototype::secondary_collision_box is not exposed.
Some entities (i.e. curved rails) have a secondary collision box. While this can be accessed on an entity itself (LuaEntity::secondary_bounding_box), it can't be accessed on entity prototypes. I'm working on a feature to automatically add landfill to tiles that need it in a blueprint, so this is nee...
- Tue Mar 19, 2019 1:09 am
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 824
Re: There's a bug in the train's parking
After trying a bunch, I came up with something that sort of works but not entirely. So I'll post my write-up here and maybe it can serve as a foundation for someone else. Alright, here's a FIFO stacker. It took a bit longer than planned to complete since I had to resolve some issues where a train wo...
- Mon Mar 18, 2019 9:13 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 824
Re: There's a bug in the train's parking
In the case of your parking bay, if you want a FIFO queue, wouldn't the easiest solution just be to use a long serial track as your parking instead of parallel ones? This has the drawback of extending travel time for a train that it wouldn't otherwise need when the queue is empty, and takes more sp...
- Mon Mar 18, 2019 8:09 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 824
Re: There's a bug in the train's parking
It isn't so much "Trains are prioritized by ID number" as much "There is no natural prioritization of trains and all trains are evaluated in a deterministic order." Presumably, Factorio does not track when a train arrives in a station or maintain any sort of queue. This is not a bug, though it's not...
- Mon Mar 18, 2019 11:27 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.14] Trains in blueprint library causes error on all future loads of any save and corrupts the library
- Replies: 2
- Views: 662
Re: [0.17.14] Blueprinted trains in blueprint library causes error on all future loads of any save and corrupts the libr
Addendum: I've noticed that there's a notable delay when moving blueprints into the library, which did not used to be noticeable in 0.16.x. Since I only opened the save for the the purpose of exporting the blueprint, the fact that I immediately loaded into the other save after the export (before it ...
- Mon Mar 18, 2019 11:22 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.14] Trains in blueprint library causes error on all future loads of any save and corrupts the library
- Replies: 2
- Views: 662
[kovarex] [0.17.14] Trains in blueprint library causes error on all future loads of any save and corrupts the library
I built a handy personal train station in one save, including a lot of complicated wagon filters. I figured I could export it to the blueprint library to dump into another save to avoid needing to tediously reconfigure of all the buffer chests and wagon filters, but my attempts at doing so seem to r...
- Mon Mar 11, 2019 3:39 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.9] Blueprinted trains snapping to wrong rail/not appearing when blueprint is near adjacent rails
- Replies: 1
- Views: 500
[kovarex] [0.17.9] Blueprinted trains snapping to wrong rail/not appearing when blueprint is near adjacent rails
When blueprinting a train on a diagonal rail, train wagons may not appear in the correct locations if the placed blueprint is near the original (or likely near other rails.)
Example video.
Example video.