Search found 54 matches

by Stringweasel
Wed Dec 01, 2021 2:18 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 34
Views: 3544

Re: New API Docs website

I'm not sure how plausible it is, but would it be possible to expanding the search function to include function names from within classes. It would make it much faster to find the definition of the function you want to use. For example, if I want to "create_entity" but I forgot how it work...
by Stringweasel
Tue Nov 23, 2021 7:44 am
Forum: Ideas and Suggestions
Topic: "Enable/disable" AND "Set filter" possible for filter inserter
Replies: 13
Views: 794

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

You sounded against when you said limited tools are what make Factorio fun. I suggested that removing "set stack size" would make inserters even more limited but I don't think that would make them more fun for anyone. I guess it did sound like I was against it, but it wasn't the intention...
by Stringweasel
Mon Nov 22, 2021 9:29 am
Forum: Ideas and Suggestions
Topic: "Enable/disable" AND "Set filter" possible for filter inserter
Replies: 13
Views: 794

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

It's possible to build your own blacklist filter using a inserter in whitelist mode and a few combinators. You can simulate "set stack size" by grabbing items from a belt and disabling the insterter when its hand contents equal your signal. Do you want to do that? No, I don't meaning usin...
by Stringweasel
Tue Nov 16, 2021 2:14 pm
Forum: Gameplay Help
Topic: So long, and thanks for all the fish!
Replies: 2
Views: 171

Re: So long, and thanks for all the fish!

Pretty sure you'll get both :) The winning "kipper" condition is simply launching a rocket and doesn't care about it's contents IIRC.

If unsure, save your game, and try. If it didn't work you can always reload.
by Stringweasel
Sat Nov 13, 2021 9:46 am
Forum: General discussion
Topic: Alt-F4 #52 - Fluidic Power Benchmarking
Replies: 18
Views: 661

Re: Alt-F4 #52 - Fluidic Power Benchmarking

It's just a straight line instead of a wire that dips in between poles. And no shadow. This is probably possible. The annoying part is that sometimes power poles slightly rotate when add you circuit wire. There's no event for when that happens, and after that the copper cable will hang in the air. ...
by Stringweasel
Sat Nov 13, 2021 8:16 am
Forum: General discussion
Topic: Alt-F4 #52 - Fluidic Power Benchmarking
Replies: 18
Views: 661

Re: Alt-F4 #52 - Fluidic Power Benchmarking

What could help would be the option to disable statistics for a network from mods, no? Exactly, that could work. Like Silari said: Sounds like https://wiki.factorio.com/Prototype/Rec ... from_stats but for boilers/generators. I don't think it's a clean solution though. Hiding it from statistics mea...
by Stringweasel
Fri Nov 12, 2021 9:36 pm
Forum: General discussion
Topic: Alt-F4 #52 - Fluidic Power Benchmarking
Replies: 18
Views: 661

Re: Alt-F4 #52 - Fluidic Power Benchmarking

Maybe you could avoid majority of electric statistic collection by converting the fluidic power into heat and use heat using entities? Also, the issue isn't the fluidic entities, and I'll have the same issue with heat entities. The problem is converting fluid (or heat) to electricity and back. But ...
by Stringweasel
Fri Nov 12, 2021 9:18 pm
Forum: General discussion
Topic: Alt-F4 #52 - Fluidic Power Benchmarking
Replies: 18
Views: 661

Re: Alt-F4 #52 - Fluidic Power Benchmarking

Maybe you could avoid majority of electric statistic collection by converting the fluidic power into heat and use heat using entities? Thought about that, but it doesn't work, because heat entities doesn't have undergrounds (or links). So the power poles will have to touch one another, which will b...
by Stringweasel
Fri Nov 12, 2021 6:45 pm
Forum: General discussion
Topic: Alt-F4 #52 - Fluidic Power Benchmarking
Replies: 18
Views: 661

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: 794

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: 223

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: 223

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: Bug Reports
Topic: [1.1.42] All GUIs becomes unresponsive after cutscene with Tips-And-Tricks open
Replies: 1
Views: 161

[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: Modding interface requests
Topic: Small documentation improvement requests
Replies: 143
Views: 13471

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: 90
Views: 13738

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: 90
Views: 13738

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: 222

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: 222

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: Modding interface requests
Topic: Small documentation improvement requests
Replies: 143
Views: 13471

Re: Small documentation improvement requests

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: 34
Views: 3544

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...

Go to advanced search