Search found 15 matches

by Zomis
Fri Oct 25, 2019 2:38 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 11453

Re: Friday Facts #318 - New Tooltips

Great news as always, but I am wondering a bit about the differences between "Consumption" / "Max Consumption" / "Constant Consumption". To me, "Consumption" feels like it should be either "Max Consumption" or "Constant Consumption". What is the difference between a Boiler having a consumption of wa...
by Zomis
Tue Mar 12, 2019 9:13 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3120
Views: 535642

Angel's Bio Processing for 0.17 ?

Are there any plans to upgrade Angel's Bio Processing to 0.17 ? https://mods.factorio.com/mod/angelsbioprocessing
by Zomis
Sat Dec 08, 2018 12:53 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 10338

Re: Friday Facts #272 - Mod GUI

Mod settings or.... mod settings? If the GUI for modifying which mods are enabled is called "Mod settings", then what should be the name of the GUI where you can change the settings for all the mods? Like enabling/disabling certain ores in Bob's Ores, or changing the per-player configuration of how...
by Zomis
Mon Sep 24, 2018 6:56 pm
Forum: General discussion
Topic: Complete the game in 8 hours achievement - time for a change?
Replies: 13
Views: 4785

Complete the game in 8 hours achievement - time for a change?

Ever since Achievements were introduced there's been a "Complete the game in 8 hours" achievement. This was however introduced in 0.14 I think, when recipes for science packs were different and there were only four kinds of science packs. Luckily I managed to finish the game in 6 hours back then, al...
by Zomis
Fri Apr 06, 2018 6:48 pm
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 16162

Re: Friday Facts #237 - Rich & interactive text

I don't think anyone wants to write [recipe=...] (reminds me way too much about bulletin-boards) Instead I would recommend something like using a colon or a @ and then offering tab-completion to choose from recipe/item/blueprint/etc. and then continuing to offer tab completion so that you could writ...
by Zomis
Thu Feb 01, 2018 8:38 pm
Forum: Duplicates
Topic: [0.16.21] Adding a camera with a script crashes the game
Replies: 2
Views: 290

Re: [0.16.21] Adding a camera with a script crashes the game

Thanks for the report. This is a duplicate of https://forums.factorio.com/viewtopic.php?f=30&t=57375 which is fixed for the next version of 0.16. I think I'm also going to add automated tests for creating each of the possible GUI elements through script so this kind of thing doesn't happen in the f...
by Zomis
Thu Feb 01, 2018 8:25 pm
Forum: Duplicates
Topic: [0.16.21] Adding a camera with a script crashes the game
Replies: 2
Views: 290

[0.16.21] Adding a camera with a script crashes the game

Create a new clean map (no mods enabled, only "base") and enter this as a console command: /c game.player.gui.center.add({ type = "camera", position = { x = 0, y = 2 } }) I have also tried adding it inside a flow inside a frame with the same result. Factorio will then hang and then crash. The follow...
by Zomis
Tue Jan 30, 2018 6:46 pm
Forum: Mods
Topic: [MOD 0.16] Switch Button
Replies: 7
Views: 1139

Re: [MOD 0.16] Switch Button

In my opinion, mods shouldn't aim to be big. A mod should do what it is meant to do and do it well. I tested your mod and at first I thought it was a bug that I clicked on it but it didn't output any signal, it would be more intuitive to me if when you click on it you get the option to choose the si...
by Zomis
Fri Jan 19, 2018 6:57 pm
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 18126

Re: Friday Facts #226 - New mod portal & other news

New mod portal On Wednesday morning HanziQ quietly launched the much anticipated new mod portal. Our intention was that nobody will notice, and it seems like we mostly achieved that. There were some small issues that we resolved following the deployment, but overall we would say it was a success. I...
by Zomis
Sun Jan 14, 2018 3:02 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 129962

Re: Friday Facts #225 - Bots versus belts (part 2)

It's interesting to read that "Ok, bots are too powerful, let's also make belts more powerful!". I'm not sure that's the correct approach. I do understand that players can get angry if bots are nerfed too much though. I have thoughts about how bots could be nerfed hopefully without upsetting players...
by Zomis
Sun Jan 14, 2018 12:24 pm
Forum: Modding discussion
Topic: Does icon_size really have any affect?
Replies: 5
Views: 577

Does icon_size really have any affect?

The icon_size property was introduced not so long ago, but does it really have any effect at the moment? What happens if I enter the wrong value?
by Zomis
Sat Aug 05, 2017 8:24 pm
Forum: Modding interface requests
Topic: Modding: on_recipe_change / on_entity_settings_changed
Replies: 3
Views: 609

Re: Scripting/Modding: on_recipe_change event

A more generic version would be "on_entity_settings_changed` which could be called also for combinators changing settings and other things. This would be even more helpful.
by Zomis
Thu Jul 20, 2017 8:02 pm
Forum: Modding interface requests
Topic: Modding: on_recipe_change / on_entity_settings_changed
Replies: 3
Views: 609

Re: Scripting/Modding: on_recipe_change event

I wanted this addition for my What is missing mod, but as it was not available I had to write code to loop over all interesting entities and check their recipes, so one entity is checked each tick and when it runs out of them it starts over.

All this for a simple "on_recipe_change" event.
by Zomis
Sun Jul 02, 2017 4:51 pm
Forum: Modding interface requests
Topic: Modding: on_recipe_change / on_entity_settings_changed
Replies: 3
Views: 609

Modding: on_recipe_change / on_entity_settings_changed

For Scripting and Modding it would be helpful if there would be an on_recipe_change event so that mods can easier keep track of which machines are producing what. (It's difficult to keep track of this now as it can change at any time for any machine that has at some point been selected) Cost to impl...
by Zomis
Fri Apr 21, 2017 11:03 pm
Forum: Ideas and Suggestions
Topic: Visual feedback when copying settings
Replies: 1
Views: 220

Visual feedback when copying settings

In order to prevent too many items being stored I tend to restrict chests (it was hard to discover this feature when I started out though so I always used circuit conditions at first, but that's another issue). I tend to copy-paste settings for chests for how much they can store. However, when I do ...

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