Search found 128 matches

by someone1337
Fri Jan 19, 2024 8:10 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 133
Views: 19551

Re: Friday Facts #394 - Assembler flipping and circuit control

Since you started renaming things ... Can we please get the one most annoying thing in the whole factorio (modding api) renamed? Namely: force to something like faction For example placing an entity and reading the api docs and thinking "oh there is force" and intuitively means for me to ...
by someone1337
Sun Jan 07, 2024 8:00 pm
Forum: Ideas and Suggestions
Topic: Container free space signal
Replies: 34
Views: 7319

Re: "Read Chest contents" - Indicate if empty

First, I think you should redesign to avoid asymmetric drain. Second, you can get what you want from a decider with "everything = 0, output 1 placeholder" attached to each chest or set of chests you're interested in. Show me where you would put that one decider per chest in my first scree...
by someone1337
Sun Jan 07, 2024 12:30 am
Forum: Ideas and Suggestions
Topic: Container free space signal
Replies: 34
Views: 7319

Re: Container free space signal

Oh lol, I like just now posted a really similar feature request.

-> viewtopic.php?f=6&t=110550
by someone1337
Sun Jan 07, 2024 12:24 am
Forum: Ideas and Suggestions
Topic: Container free space signal
Replies: 34
Views: 7319

"Read Chest contents" - Indicate if empty

Following setup: I have a train-to-train smelter (and basically everything else). I disable a station if I dont have enought products to fill up a train at max speed*. In the same way, I want to make ingredient deliveries: Enable the station, if I can unload at least a whole train at max speed*. * m...
by someone1337
Fri Oct 20, 2023 11:38 am
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 40598

Re: Friday Facts #381 - Space Platforms

Definitely add stats of "space pollution caused" (=items thrown overboard) maybe per item, like produced, used.
by someone1337
Fri Feb 05, 2021 2:24 am
Forum: Ideas and Suggestions
Topic: Slight reduction of rocket launch animation time
Replies: 29
Views: 10392

[1.1.x] Length of rocket launch sequence

Not really a bug as nothing is really broken, BUT it still doesnt feel right. You cannot launch 1 rocket per minute from one rocket pad by a tiny margin. With 2 pods one gets to produce around 195 rocket parts per minute, which is just sooo tiny far away from real 2 rockets per minute. Would it be p...
by someone1337
Wed Dec 16, 2020 11:19 am
Forum: Releases
Topic: Version 1.1.6
Replies: 26
Views: 31875

Re: Version 1.1.6

You've calculated the productivity on the reprocessing as 25%, not 20%. With maximum productivity everywhere, 19 U238 + 1 U235 gives 10 x 1.4 = 14 fuel cells, which reprocess to 14/5 x 3 x 1.2 = 10.08 U238 for a net consumption of 8.92 U238. The U235 can be kovarexed from 3/1.2 = 2.5 U238, so we en...
by someone1337
Wed Dec 16, 2020 9:51 am
Forum: Technical Help
Topic: Explanation of detailed save-info-stats?
Replies: 0
Views: 609

Explanation of detailed save-info-stats?

Out of personal interest: would anyone share any details what the detailed saveing stats mean? Also: can we get per-force and per-surface stats? For example, what is *.targetable or surface.hidden-tiles? I added a few comments to things I consider obvious. Info AsyncScenarioSaver.cpp:149: Saving pro...
by someone1337
Tue Dec 15, 2020 11:48 am
Forum: Releases
Topic: Version 1.1.6
Replies: 26
Views: 31875

Re: Version 1.1.6

Im playing a "it if can fit prod modules, you have to put prod modules in it" / maximise natural resources/dont waste (therefore: no coal liquification, no filling up a chest and shooting it, no filling the map with radars, lightoil to solid, as long as possible/not backed up due to excess...
by someone1337
Thu Nov 26, 2020 4:14 pm
Forum: Mod portal Discussion
Topic: Mod ordering in author-page?
Replies: 7
Views: 1983

Re: Mod ordering in author-page?

oh... ty. :)
by someone1337
Thu Nov 26, 2020 3:08 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.0] Infinity chests - GUI looks weird
Replies: 1
Views: 1874

[Rseding91] [1.1.0] Infinity chests - GUI looks weird

I modded my Infinity chests to be buffer chests - so I can test my mod networks. -> https://mods.factorio.com/mod/some-infinitychest Since 1.1.0 The Logistic grid looks weird (marked red) screen_20201126_040228.png And the infinity grid overlaps into some kind of border, making that "remove unf...
by someone1337
Thu Nov 26, 2020 2:59 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.0] Modded Vehicle Equipment Grid loses scroll bar and GUI scaling gets messy
Replies: 5
Views: 3188

Re: [1.1.0] Modded Vehicle Equipment Grid loses scroll bar and GUI scaling gets messy

Oh just wanted to create the same issue because of my spidertron mod... I am not alone, who got his grids borked, it seems. :)

Also color picker disappears
by someone1337
Thu Nov 26, 2020 2:57 am
Forum: Mod portal Discussion
Topic: Mod ordering in author-page?
Replies: 7
Views: 1983

Mod ordering in author-page?

If I did not miss anything really obvious I think mods are ordered by download count if you click on your modder-page...

But why is this one: https://mods.factorio.com/mod/some-iconlessfish sorted diffrently?

-> https://mods.factorio.com/user/someone1337
by someone1337
Tue Aug 25, 2020 2:36 am
Forum: Implemented mod requests
Topic: [RW] LuaEntity (tree type) "gray progress"
Replies: 2
Views: 1269

Re: [RW] LuaEntity (tree type) "gray progress"

This!

There is tree_stage_index but no access to gray index as tree_color_index seems to change something else.
by someone1337
Mon Aug 24, 2020 9:04 pm
Forum: Pending
Topic: Spidertron repair bug
Replies: 4
Views: 2648

Re: Spidertron repair bug

The spidertron seems to always be in motion, so if you dont use "enable logistics while moving" its basically always disabled.
by someone1337
Fri Aug 14, 2020 3:20 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 104193

Re: Friday Facts #359 - Crash site: The beginning

yeah, ok, then just add a core(shim) for those that need to go without "base" and let base depend on core ...
So those that really want to can depend on core only and others can depend on base...

This would still solve the problem in a nicer way that the current dual-field solution. :)
by someone1337
Fri Aug 14, 2020 3:08 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 98499

Re: Version 1.0.0

Congratz!

Of course it had to be done: https://mods.factorio.com/mod/some-spidertron
by someone1337
Fri Aug 14, 2020 12:16 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 104193

Re: Friday Facts #359 - Crash site: The beginning

@mods: is there still a reason for game version field in the info.json? Cant it all be solved by a "base>=..."-dependency? As in: why not remove that field and allow for smooth transitions going forward? There were enought mod breaking changes that required the use of the base-style-depen...
by someone1337
Fri Aug 14, 2020 11:12 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 102744

Re: Friday Facts #360 - 1.0 is here!

Congratz!

Of course it had to be done: https://mods.factorio.com/mod/some-spidertron

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