Search found 48 matches

by Aidiakapi
Fri Jan 18, 2019 1:41 pm
Forum: Mods
Topic: [MOD 0.17] Quality of Life research
Replies: 15
Views: 4798

Re: [MOD 0.16] Quality of Life research

ggrnd0 wrote:
Fri Dec 07, 2018 5:53 pm
any updates?
It'll be part of 0.17, so when that goes live, I'll update the mod to fix it.
by Aidiakapi
Sat Nov 24, 2018 10:00 pm
Forum: Modding discussion
Topic: Divorcing behavior from entities
Replies: 21
Views: 1809

Re: Divorcing behavior from entities

But, as I said, there is no chance of any major change in how entites are represented in current Factorio. Rewriting a game at this stage to an ECS would be close to insanity. The only reason I mentioned anything is because Bilka pointed me to this thread, and I saw some misinformation floating aro...
by Aidiakapi
Sat Nov 24, 2018 5:17 pm
Forum: Modding discussion
Topic: Divorcing behavior from entities
Replies: 21
Views: 1809

Re: Divorcing behavior from entities

I'm sorry but after reading that you've done nothing but further convince me that entity component systems are nothing but a bunch of smoke and mirrors destined to only appear in internet discussions and demo examples. Well, considering it's being used by most high performance AAA games, I don't th...
by Aidiakapi
Sat Nov 24, 2018 1:12 pm
Forum: Modding discussion
Topic: Divorcing behavior from entities
Replies: 21
Views: 1809

Re: Divorcing behavior from entities

"Data driven" is not something I see as a concept but more of just "optimize your code". Less function calls, less virtual dispatch, smaller data sets and so on. That's all standard for making anything run faster. I don't want to be presumptuous, but I think you're just running into the conflicting...
by Aidiakapi
Fri Sep 21, 2018 1:40 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 11400

Re: Friday Facts #261 - Performance + New player interaction

Especially on higher resolution (I'm running at 1440p), the fixed width is a blessing. With variable width, you end up with really long lines, making it hard to read. Zooming in also works better at a fixed width, keeping everything in proportion. However, as with all things like this, having it as ...
by Aidiakapi
Tue Jun 12, 2018 2:40 pm
Forum: Modding interface requests
Topic: Combined request for train/rails/pathfinder read access
Replies: 5
Views: 522

Re: Combined request for train/rails/pathfinder read access

LuaEntity type="train-stop" - connected_rail Would this be the piece of rail that the train stop is connected to, or piece of rail where a train which is stopped at the train stop, would actually stop (the rail before). LuaEntity type="rail" - rail_blocks - table with one or two RailBlock tables Ev...
by Aidiakapi
Sun May 20, 2018 7:32 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.43] Crash when load save version 0.13.13
Replies: 2
Views: 399

Re: [16.43]Crash when load save version 0.13.13

Probably related, loading a map from version 0.13.15 also crashes for me. Running 0.16.43 as well.

No mods involved.

Attached log, dump, and save file.
by Aidiakapi
Fri May 04, 2018 3:19 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 16044

Re: Friday Facts #241 - New player experience

The most core item is in my opinion the inserter. It is ubiquitous, whether you're setting up smelters, automation columns, refining, using belts or bots, the inserter's always there :).
by Aidiakapi
Fri Apr 27, 2018 2:55 pm
Forum: Modding interface requests
Topic: Query train block state from rail entity (fetch signals)
Replies: 0
Views: 147

Query train block state from rail entity (fetch signals)

If I have a rail entity, I'd like to be able to query the state of the block. I'm interested in these properties: Amount of trains currently in block (as displayed on the GUI). Amount of trains about to enter a block (the ones that have put signals on orange). My usage is to be able to spawn a train...
by Aidiakapi
Thu Apr 26, 2018 11:23 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [for 0.17] [0.16.37] [API] Inserting artillery shells is capped at 1
Replies: 3
Views: 1000

Re: [16.37] [API] Inserting artillery shells is capped at 1

iirc insert returns the amount inserted and you have to handle anything that remains yourself. Same if you have 30 coal in the inventory and insert 100. It will fill up the 30 to 50 (one stack) and return 20. Then you have to insert the remaining 80 into the next stack. Sorry, but that's not what t...
by Aidiakapi
Thu Apr 26, 2018 11:14 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [for 0.17] [0.16.37] [API] Inserting artillery shells is capped at 1
Replies: 3
Views: 1000

[Rseding91] [for 0.17] [0.16.37] [API] Inserting artillery shells is capped at 1

Likely because the stack size limit of artillery shells is 1, you cannot insert more than 1 into an artillery wagon using the modding API. How to reproduce: Place some rail & artillery wagon. Hover over the wagon and run one or multiple of: /c game.player.selected.get_inventory(1).insert({name = 'ar...
by Aidiakapi
Sat Apr 21, 2018 10:42 am
Forum: Implemented mod requests
Topic: Do not show disabled technologies in the technology list
Replies: 10
Views: 1186

Re: Do not show disabled technologies in the technology list

Bump. Still an issue... Still breaking people's games all over the place.

At least there's now an event for when technology effects are reset, so I guess that's one thing. Other problems still remain.
by Aidiakapi
Mon Mar 19, 2018 7:19 pm
Forum: Implemented mod requests
Topic: Do not show disabled technologies in the technology list
Replies: 10
Views: 1186

Re: Do not show disabled technologies in the technology list

Arch666Angel wrote:hidden = true ?
I wish. But that's pretty much what the enabled flag used to do. Since technologies with enabled = true and researched = true would still give bonuses, but not show up (under the condition they had another upgrade that wasn't researched yet in the same tree).
by Aidiakapi
Sun Mar 18, 2018 4:58 pm
Forum: Implemented mod requests
Topic: Do not show disabled technologies in the technology list
Replies: 10
Views: 1186

Re: Do not show disabled technologies in the technology list

I'm bumping this since it's still a big issue.
by Aidiakapi
Mon Feb 19, 2018 9:55 pm
Forum: Mods
Topic: [MOD 0.17] Quality of Life research
Replies: 15
Views: 4798

Re: [MOD 0.16] Quality of Life research

Hi, find two strange thing in your mod Tech after reserch have no icon and name Why tech is not in straight line? Like: Red Science pack>Green Science pack> ... Yeah, you should ignore those techs for now, a recent update to Factorio broke something, and I'm waiting for the Factorio devs to respond...
by Aidiakapi
Fri Feb 16, 2018 4:49 pm
Forum: Implemented mod requests
Topic: Do not show disabled technologies in the technology list
Replies: 10
Views: 1186

Re: Do not show disabled technologies in the technology list

As for OPs current "stuff shouldn't be visible" i wonder if a seperate .hidden flag like on other things (recipes, etc) wouldn't be better. Though i like the even better solution of being able to create arbitrary modifier flags. Yeah, I initially thought that too, but considering a technology with ...
by Aidiakapi
Fri Feb 16, 2018 2:03 pm
Forum: Implemented mod requests
Topic: Do not show disabled technologies in the technology list
Replies: 10
Views: 1186

Do not show disabled technologies in the technology list

This post has two parts, the first is a relatively simple thing that would fix my particular scenario, but doesn't address the underlying issue, the latter proposes a solution that'd fix the underlying issue, but is more complex. Simple solution for me Make it so that technologies that not enabled d...
by Aidiakapi
Fri Feb 02, 2018 11:20 pm
Forum: Mods
Topic: [MOD 0.17] Quality of Life research
Replies: 15
Views: 4798

Re: [MOD 0.16] Quality of Life research

BHakluyt wrote:extra trash slots
There's infinite-trash-filter-slots by default in the game, and trash slots themselves are basically just extra inventory slots. With inventory space already being an infinite research, I don't really see the point of making the list of stuff longer for no major benefit :/.
by Aidiakapi
Tue Jan 30, 2018 12:36 am
Forum: Gameplay Help
Topic: Specify belt throuput
Replies: 10
Views: 1260

Re: Specify belt throuput

Thank you all for the help. 500 was just an example. Im building a factory with belt pulling by demand. Im trying to learn how to make this things so I can adjust a different value according to my needs So the belts have this throughput: Yellow: 800 items/min Red: 1600 items/min Blue: 2400 items/mi...
by Aidiakapi
Sun Jan 28, 2018 8:40 pm
Forum: Gameplay Help
Topic: Specify belt throuput
Replies: 10
Views: 1260

Re: Specify belt throuput

[see revised post below]

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