Search found 200 matches

by Stringweasel
Wed Feb 08, 2023 7:15 am
Forum: Ideas and Suggestions
Topic: Signal Poles for signal-only transmission
Replies: 8
Views: 232

Re: Signal Poles for signal-only transmission

lyvgbfh wrote:
Tue Feb 07, 2023 4:56 pm
Done, you can find it here. It would have been a lot faster if I took stringweasel at his word and didn't try the wall prototype first.
Nice! Another option would have been Constant Combinators, but if you click on them the GUI isn't as nice. Not sure what the UPS difference is between them.
by Stringweasel
Tue Feb 07, 2023 7:03 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: crazy base
Replies: 3
Views: 327

Re: crazy base

The base OP posted is from Space Exploration, not Hall of Fame, by a player named Runway. However, the Hall of Fame does feature that exact sample player! On reddit they go by PM_ME_DELICIOUS_FOOD or something, and is the creator of the infamous BadBagel base that features this crazy spinning centri...
by Stringweasel
Tue Feb 07, 2023 7:51 am
Forum: Ideas and Suggestions
Topic: Signal Poles for signal-only transmission
Replies: 8
Views: 232

Re: Signal Poles for signal-only transmission

This is actually quite an easy thing to mod. I've thought about doing it myself but haven't got around to it. All you need is to create new poles, that's actually chests internally with a capacity of zero. They allow circuit wire connections, and won't spam anything on the circuit wires themselves. ...
by Stringweasel
Mon Feb 06, 2023 6:55 am
Forum: Modding interface requests
Topic: New Event: on_entity_teleported, script_raised_teleported
Replies: 5
Views: 560

Re: New Event: on_entity_teleported, script_raised_teleported

+1

Would be great to ensure your custom entities don't break without you knowing. For example with SE's spaceships and my Space Spidertron
by Stringweasel
Fri Feb 03, 2023 2:12 pm
Forum: Mod portal Discussion
Topic: [Preview] Mod Portal: Weekly Highlights
Replies: 13
Views: 571

Re: [Preview] Mod Portal: Weekly Highlights

FuryoftheStars wrote:
Fri Feb 03, 2023 2:00 pm
if it were "Recently updated in category X"
I would compromise for that :P It will also be nice.
by Stringweasel
Fri Feb 03, 2023 1:45 pm
Forum: Ideas and Requests For Mods
Topic: Chatbot based on the Pygmalion dialogue model
Replies: 3
Views: 234

Re: Chatbot based on the Pygmalion dialogue model

DarkShadow44 wrote:
Fri Feb 03, 2023 6:26 am
You can do it indirectly though, by having an external program to communicate with. Clustorio does that, although it doesn't look easy.
Oof, yeah that could work :shock:
by Stringweasel
Fri Feb 03, 2023 1:40 pm
Forum: Mod portal Discussion
Topic: [Preview] Mod Portal: Weekly Highlights
Replies: 13
Views: 571

Re: [Preview] Mod Portal: Weekly Highlights

Eventually we will promote this page to take the frontpage spot from "Recently updated". Will the "Weekly Highlights" also contain a "Recently Updated" section? I think it will fit nicely with the idea. :) If the "Recently Updated" page doesn't actually go aw...
by Stringweasel
Fri Feb 03, 2023 1:08 pm
Forum: Mod portal Discussion
Topic: [Preview] Mod Portal: Weekly Highlights
Replies: 13
Views: 571

Re: [Preview] Mod Portal: Weekly Highlights

vinzenz wrote:
Thu Feb 02, 2023 2:39 pm
Eventually we will promote this page to take the frontpage spot from "Recently updated".
Will the "Weekly Highlights" also contain a "Recently Updated" section? I think it will fit nicely with the idea. :)
by Stringweasel
Fri Feb 03, 2023 12:22 pm
Forum: Modding help
Topic: Restrict target fluids from basic fluid transport entities
Replies: 2
Views: 86

Re: Restrict target fluids from basic fluid transport entities

It's not possible to blacklist certain fluids from certain pipes. All you can do with prototypes is allow only a single fluid to be allowed in a pipe, by setting a filter. During runtime it's possible to damage pipes when a specific fluid is in it, but you will have to do it all yourself. Keep track...
by Stringweasel
Thu Feb 02, 2023 9:19 am
Forum: Ideas and Requests For Mods
Topic: Chatbot based on the Pygmalion dialogue model
Replies: 3
Views: 234

Re: Chatbot based on the Pygmalion dialogue model

That would be cool, but that lua code is so small because it connects to the the internet for the hard stuff. In Factorio that's not possible for mods :)
by Stringweasel
Tue Jan 31, 2023 3:09 pm
Forum: Gameplay Help
Topic: Has anyone done or got tips for a "no steam" play?
Replies: 7
Views: 293

Re: Has anyone done or got tips for a "no steam" play?

It might help if you go for a more natural way of genering electricity, like harnessing the near infinite amount of Biter Power.
by Stringweasel
Mon Jan 30, 2023 6:59 am
Forum: Mod portal Discussion
Topic: [suggestion] list users instead of downloads in metrics page
Replies: 4
Views: 1477

Re: [suggestion] list users instead of downloads in metrics page

Or even better, a setting to view either total downloads or total users :)
by Stringweasel
Sun Jan 29, 2023 8:21 am
Forum: Implemented mod requests
Topic: Linked pipes
Replies: 13
Views: 2283

Re: Linked pipes

Awesome addition! With this I'll be able to make Fluidic Power's weird pole mechanics almost completely hidden! And allow diagonal pole connections :P To make it reliable a on_wire_connection_changed event would still be needed *nudge* *nudge*. Although I do understand it's a complex event to add be...
by Stringweasel
Sun Jan 22, 2023 5:15 pm
Forum: Modding help
Topic: Updated documentation of the MOD Factorio Library
Replies: 12
Views: 427

Re: Updated documentation of the MOD Factorio Library

Pretty sure you define that in the locale files like this: https://github.com/ClaudeMetz/FactoryPlanner/blob/master/modfiles/locale/en/config.cfg#L1-L2 I tried that and it didn't work. (295).png What am I doing wrong?? Did you add it to the locale file of the language you have selected? But if it's...
by Stringweasel
Sun Jan 22, 2023 3:48 pm
Forum: Modding help
Topic: Updated documentation of the MOD Factorio Library
Replies: 12
Views: 427

Re: Updated documentation of the MOD Factorio Library

I already found how to use the dictionary I'm not very clear how it works, but for now it works. I don't know how it would work in multiplayer. Just embed the sample code . Now what I don't know how to do is take the name of the MOD in the "window" that is displayed. (294).png Pretty sure...
by Stringweasel
Thu Jan 19, 2023 8:18 am
Forum: Modding help
Topic: Check whether an entity has power?
Replies: 4
Views: 180

Re: Check whether an entity has power?

You say to listen to the build/destroy events..but what about in cases where a boiler runs out of fuel? Nothing has been built/destroyed, but power has been lost, and in this event I'd like to trigger my function, but as far as I'm aware there's no events related to the loss of power. That's not wh...
by Stringweasel
Wed Jan 18, 2023 3:11 pm
Forum: Modding help
Topic: Check whether an entity has power?
Replies: 4
Views: 180

Re: Check whether an entity has power?

There two main ways you can optimise this loop: - Most important, don't find_entities every time. Rather listen to build/destroy events and with that keep a list in global of all the entities you want to check. Then loop through that list. This is typically called caching. - You can limit the amount...
by Stringweasel
Mon Jan 16, 2023 9:13 pm
Forum: Bug Reports
Topic: [1.1.74] Furnace progress in quantum state after json migration
Replies: 1
Views: 164

Re: [1.1.74] Furnace progress in quantum state after json migration

Just reproduced it with the vanilla furnace. To get it into the quantum state I only added a single iron-ore which then started burning, meaning there was nothing in t 1. New map with a single electric-furnace (+ supporting structures) 2. Add a single iron-ore and pause the game before the iron is c...

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