Search found 366 matches

by Stringweasel
Fri Nov 12, 2021 6:45 pm
Forum: General discussion
Topic: Alt-F4 #52 - Fluidic Power Benchmarking
Replies: 18
Views: 5438

Re: Alt-F4 #52 - Fluidic Power Benchmarking

I think it's not as inperformant as it initially seemed, at least by the players. We can probably get quite far with more realistic electricity, but I do not think it should be included in vanilla Factorio. It will still have an big influence on size of the bases you can build. There's a reason why ...
by Stringweasel
Wed Nov 10, 2021 9:50 am
Forum: Ideas and Suggestions
Topic: "Enable/disable" AND "Set filter" possible for filter inserter
Replies: 13
Views: 5362

Re: "Enable/disable" AND "Set filter" possible for filter inserter

Filter inserters should be able to have filters set and be enabled/disabled by circuit conditions. This would open up new possibilities for black list mode. It's possible to build your own blacklist filter using a inserter in whitelist mode and a few combinators. IMO this is what makes Factorio rea...
by Stringweasel
Sat Nov 06, 2021 11:35 am
Forum: Modding help
Topic: Make machine only work during day time
Replies: 8
Views: 2812

Re: Make machine only work during day time

Pi-C wrote:
Sat Nov 06, 2021 9:39 am
Why swap entities? Wouldn't it be enough to toggle LuaEntity.active?
Why now that would be a much simpler solution! Next time I'll finish my cup of coffee first.
by Stringweasel
Sat Nov 06, 2021 9:27 am
Forum: Modding help
Topic: Make machine only work during day time
Replies: 8
Views: 2812

Re: Make machine only work during day time

Crafting speed is not setable in the control stage. You can see it's only readable "[R]" in the docs: https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.crafting_speed You will have to achieve that mechanic some other way. For example having two entities, where one has a crafting...
by Stringweasel
Thu Nov 04, 2021 5:17 pm
Forum: Resolved Problems and Bugs
Topic: [Tobias][1.1.42] All GUIs becomes unresponsive after cutscene with Tips-And-Tricks open
Replies: 3
Views: 3245

[Tobias][1.1.42] All GUIs becomes unresponsive after cutscene with Tips-And-Tricks open

This is a kind of obscure bug that a player came across. It's relatively easy to work around this in the mod, but thought I would let you guys know. What happened? When turning of game_view_settings.show_controller_gui and then viewing a cutscene while Tips-And-Tricks is open can cause all GUIs to b...
by Stringweasel
Sun Oct 17, 2021 9:12 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 96688

Re: Small documentation improvement requests

https://wiki.factorio.com/Prototype/Generator#maximum_temperature The maximum temperature to which the efficiency will increase. After this temperature the generator will run at 100% efficiency. Note: higher temperatures can still be consumed. -> It's a bit more complicated than that, I've expanded...
by Stringweasel
Sat Oct 16, 2021 8:54 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 54242

Re: Industrial Revolution 2 discussion

Deadlock989 wrote:
Fri Oct 15, 2021 6:38 pm
The invisible car trick is used in IR2's "transmat" sequence...
That's perfect, and the video clip is a great addition. Thanks a lot!
by Stringweasel
Thu Oct 14, 2021 11:01 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 54242

Re: Industrial Revolution 2 discussion

I'd definitely use something like that, if only for temporarily "hiding" characters by giving them completely transparent sprites as "armour", which would avoid the need for wild shenanigans involving invisible indestructible cars and having to track and clean them up again unde...
by Stringweasel
Wed Sep 22, 2021 1:04 pm
Forum: Modding help
Topic: Custom ArithmeticCombinator
Replies: 4
Views: 1916

Re: Custom ArithmeticCombinator

Realized my previous post wasn't very helpful. Looking at other mods like this one it seems like it's not easy modifying other combinators to output what you want it to output. It looks like you would need to put your output on a invisible constant combinator. https://mods.factorio.com/mod/stack-com...
by Stringweasel
Wed Sep 22, 2021 12:46 pm
Forum: Modding help
Topic: Custom ArithmeticCombinator
Replies: 4
Views: 1916

Re: Custom ArithmeticCombinator

Best would be to download a mod that does something similar to what you want to do, and then see what they did. Maybe something like this? https://mods.factorio.com/mod/UsefulCombinators And for reference, this is how I've managed to change the output of a constant combinator in one of my mods. Shou...
by Stringweasel
Sat Sep 18, 2021 10:53 am
Forum: Documentation Improvement Requests
Topic: AttackReactionItem, DamageTriggerEffectItem and AreaTriggerItem properties missing descriptions
Replies: 0
Views: 210

AttackReactionItem, DamageTriggerEffectItem and AreaTriggerItem properties missing descriptions

The documentation about the whole Trigger/Effects system could do with a little love :) Here are a few things that I think I know what it means (or at least I think so - no thorough investigation was done): AttackReactionItem Event fires when this entity's damage is decreased. It will not fire if th...
by Stringweasel
Tue Sep 14, 2021 6:35 am
Forum: Modding discussion
Topic: New API Docs website
Replies: 68
Views: 22720

Re: New API Docs website

Why is the content forced into a window roughly half the width of my browser? For some functions half the function arguments are cut off and there is no left/right scroll bar. And for most others the description is split into multiple lines. Meanwhile half the screen is empty. There's a button on t...
by Stringweasel
Sun Sep 12, 2021 1:49 pm
Forum: Modding interface requests
Topic: Allow gui_arrow to point to offscreen targets, like Alerts
Replies: 1
Views: 1065

Allow gui_arrow to point to offscreen targets, like Alerts

Current Behaviour Currently when you draw an arrow using set_gui_arrow . It looks like this for both types entity and position. https://i.imgur.com/CEV06pz.png However, when the arrow moves off screen it dissapears, and you have no idea where the arrow (or your goal) is. The Suggestion Add an addit...
by Stringweasel
Sun Sep 12, 2021 11:06 am
Forum: Won't fix.
Topic: [1.1.39] on_cutscene_waypoint_reached index starts at 0
Replies: 3
Views: 1805

Re: [1.1.39] on_cutscene_waypoint_reached index starts at 0

Deadlock989 wrote:
Sun Sep 12, 2021 11:00 am
My preference would be to change the documentation rather than break all the mods which currently compensate for this, probably some artifact of passing stuff between Lua and C++.
Yes, of course. As long as it is documented.
by Stringweasel
Sun Sep 12, 2021 8:41 am
Forum: Won't fix.
Topic: [1.1.39] on_cutscene_waypoint_reached index starts at 0
Replies: 3
Views: 1805

[1.1.39] on_cutscene_waypoint_reached index starts at 0

This is either a bug, or an error in documentation. If it's simply an error in documentation then I'll will make a post on that thread. If it's a bug, then I'm not sure how it remained in the game for so long :D (although cutscenes aren't used much) What? The on_cutscene_waypoint_reached event retur...
by Stringweasel
Sat Sep 11, 2021 9:51 am
Forum: Modding interface requests
Topic: on_wire_placed
Replies: 10
Views: 4185

Re: on_wire_placed

+1

My use case is preventing players from connecting power poles with copper cable in Fluidic Power, by destroying the connection as soon as it's made. (The mod expects only have pipe connections between poles, and not electric connections as well)
by Stringweasel
Sun Aug 29, 2021 5:27 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 94202

Re: Nauvis Post Collapse 1.0 (Pre-Alpha)

I added a little snippet of this beautiful map into the unofficial Factorio Hall of Fame . I can't wait to see what you and your team comes up with for Version 2. Good luck with the development! https://raw.githubusercontent.com/heinwessels/Factorio-HallOfFame/main/pictures/nauvis_post_collapse.png
by Stringweasel
Mon Aug 23, 2021 11:31 am
Forum: Technical Help
Topic: Performace issues on High-End PC
Replies: 12
Views: 5056

Re: Performace issues on High-End PC

When I go in task manager (see first image) my CPU is only at 20% and my graphics card is hardly used at all which leads me to suspect the game isn't utilising its full potential. IIRC the CPU showing 25% does not mean your CPU is only performing at 25%. It could be that you have a quadcore, One of...
by Stringweasel
Mon Aug 23, 2021 9:57 am
Forum: Mods
Topic: [1.1] Nullius: A Factorio prequel
Replies: 109
Views: 37871

Re: [1.1] Nullius: A Factorio prequel

Anarelion wrote:
Sun Aug 22, 2021 11:06 pm
Adding a note: THERE ARE NO RADARS IN MY TECH TREE!!!!
Quote from the Nullius FAQ:
Where are the Cliff Explosives? Radar?

... Radars are called sensor nodes ....
by Stringweasel
Sat Aug 21, 2021 9:12 pm
Forum: Modding help
Topic: [1.1.38] [MOD] Space Exploration - surface.delete_chunk causes permanent freeze
Replies: 9
Views: 4776

Re: [1.1.38] [MOD] Space Exploration - surface.delete_chunk causes permanent freeze

Does't deleting chunks just take long in general though? I don't have much experience in trimming surfaces in SE, but when I reduce save files for the Hall of Fame I sometimes need to let it run through the night. And there was no mod handlers running, only tons and tons of entities.

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