Search found 366 matches

by Stringweasel
Fri Sep 13, 2024 7:56 am
Forum: Ideas and Suggestions
Topic: Add whitelist/blacklist to loaders
Replies: 3
Views: 603

Re: Add whitelist/blacklist to loaders

It might be implemented for 2.0 since there was some rework on loader settings
viewtopic.php?p=609363#p609363
by Stringweasel
Wed Sep 11, 2024 1:07 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 396
Views: 50489

Re: Friday Facts #414 - Spoils of Agriculture

I am talking about mechanics, I'm not confusing them with anything. The fact that machines work based on the state of the output buffer is not a "playstyle", it's a mechanic and arguably a core one. The fact that items on belts are designed to stop when they reached the end of the belt is...
by Stringweasel
Tue Sep 10, 2024 6:32 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 396
Views: 50489

Re: Friday Facts #414 - Spoils of Agriculture

what I am concerned is that I don't think the idea of limited lifetime works well with existing factorio mechanics Be careful not to confuse "existing factorio mechanics" with "current playstyle". And speaking with experience the spoilage mechanic can be solved with existing too...
by Stringweasel
Thu Sep 05, 2024 7:14 pm
Forum: Ideas and Suggestions
Topic: "Products Finished": Preserve Across Quick-Replaces
Replies: 6
Views: 1727

Re: "Products Finished": Preserve Across Quick-Replaces

+1

This can be argued to be one of the places where gameplay comes above realism. I've also many times looked at my machines' numbers produced, being frustrated that the number was reset at some point due to an upgrade. Big numbers are nice to look at, and it makes you feel connected to your factory.
by Stringweasel
Sat Aug 31, 2024 1:20 pm
Forum: Modding interface requests
Topic: Decorative power pole prototype
Replies: 1
Views: 203

Re: Decorative power pole prototype

The performance impact of having so many electric neteworks should be much better in 2.0
by Stringweasel
Fri Aug 30, 2024 11:32 am
Forum: News
Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
Replies: 89
Views: 12946

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

GregoriusT wrote:
Fri Aug 30, 2024 11:23 am
I hope there is a toggle for this sort of thing in the options
This is already an existing option in the currently released Factorio, called "Entity tooltip on the side"

For example (my screenshot doesn't show the actual cursor).
Image
by Stringweasel
Sun Aug 25, 2024 8:17 pm
Forum: Modding help
Topic: Flashlight toggle help
Replies: 2
Views: 239

Re: Flashlight toggle help

You could try

Code: Select all

/c game.player.enable_flashlight()
by Stringweasel
Wed Aug 21, 2024 6:16 pm
Forum: Modding help
Topic: Grabbing mining_target for an entity on creation
Replies: 3
Views: 222

Re: Grabbing mining_target for an entity on creation

I see. What modders usually use is unit_number.
by Stringweasel
Wed Aug 21, 2024 7:19 am
Forum: Modding help
Topic: Grabbing mining_target for an entity on creation
Replies: 3
Views: 222

Re: Grabbing mining_target for an entity on creation

I tried using find_entities_filtered on the area where it spawns, but it doesn't return what I need. It seems to return a userdata block thing that appears as a luaentity but isn't useful at all for table matching with pre-existing LuaEntity objects. I think here is the issue. If you can't get mini...
by Stringweasel
Thu Aug 15, 2024 4:57 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 103
Views: 40229

Re: UPS Wars 3 - Electronic Circuits

It's also possible to migrate 0.17 by opening it in 0.18 and saving, and then again in 1.1 :)
by Stringweasel
Thu Aug 15, 2024 6:30 am
Forum: Implemented for 2.0
Topic: Distance limit parameter for `spill_item_stacks`
Replies: 5
Views: 1004

Re: Distance limit parameter for `spill_item_stacks`

This is implemented for 2.0
by Stringweasel
Thu Aug 15, 2024 4:23 am
Forum: Implemented for 2.0
Topic: Custom title for Script Inventory GUI
Replies: 2
Views: 340

Re: Custom title for Script Inventory GUI

This has been implemented for 2.0
by Stringweasel
Tue Aug 13, 2024 8:06 am
Forum: Outdated/Not implemented
Topic: Water Cannon
Replies: 5
Views: 419

Re: Water Cannon

Dogmai wrote:
Tue Aug 13, 2024 1:28 am
I meant the handheld flamethrower for putting out forest fires.
In that case you can try https://mods.factorio.com/mod/extinguisher :D
by Stringweasel
Mon Aug 12, 2024 7:11 am
Forum: Outdated/Not implemented
Topic: Water Cannon
Replies: 5
Views: 419

Re: Water Cannon

You can use this mod if you want
https://mods.factorio.com/mod/WaterTurret
by Stringweasel
Sat Aug 10, 2024 2:14 pm
Forum: Modding help
Topic: base_productivity applies regardless of the productivity limitation for recipes
Replies: 6
Views: 423

Re: [1.1.109] base_productivity is not always applied

This is due to the recipe. The unbarreling recipes have catalyst_amount set, meaning no productivity will be applied.
by Stringweasel
Tue Aug 06, 2024 7:19 am
Forum: Modding interface requests
Topic: Metadata on Entities
Replies: 7
Views: 533

Re: Metadata on Entities

y_e_a_r wrote:
Tue Aug 06, 2024 12:52 am
adding events like `on_blueprint_paste`
This is similar to this post viewtopic.php?p=381580#p381580. It seems like the raising of events during the pasting of blueprints safely is quite complicated on the engine's side.
by Stringweasel
Mon Aug 05, 2024 9:07 pm
Forum: Mod portal Discussion
Topic: Improving the Mod Portal Search
Replies: 40
Views: 7338

Re: Improving the Mod Portal Search

Is Recently Updated supposed to be the default sort order? I found myself having to go through multiple pages to find anything somewhat relevant to my search before I noticed it was sorting by Recently Updated. I also get frustrated with the search sort order to be Recently Updated almost every tim...
by Stringweasel
Fri Aug 02, 2024 7:39 am
Forum: Ideas and Suggestions
Topic: stop rendering in the backround
Replies: 9
Views: 697

Re: stop rendering in the backround

What you can do to reduce the load of your GPU when you minimize is to zoom-in as far as possible, at a place where there are as little entities as possible. This will give the GPU less things to draw, and speed up the game even if that's the bottleneck.
by Stringweasel
Thu Aug 01, 2024 9:12 pm
Forum: Modding help
Topic: Recipe Ingredients Issues [FIXED]
Replies: 6
Views: 355

Re: Recipe Ingredients Issues

It doesn't really matter where the modification is done. That is the data that your code has to handle :)

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