Search found 697 matches

by ickputzdirwech
Mon May 02, 2022 6:26 am
Forum: Modding help
Topic: How does technology_to_unlock work for Prototype/Shortcut?
Replies: 2
Views: 130

Re: How does technology_to_unlock work for Prototype/Shortcut?

Rather unexpectedly technology_to_unlock means the shortcut will be available if you researched that technology already in any game. It is used by the base game for the blueprint shortcuts that are supposed to be only available later in the game for new players, but right from the start for experien...
by ickputzdirwech
Mon Apr 25, 2022 6:10 am
Forum: Not a bug
Topic: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Replies: 9
Views: 337

Re: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs

Keep it civil! Arguing on topic can be done without personal attacks.
by ickputzdirwech
Fri Apr 22, 2022 6:17 pm
Forum: Assigned
Topic: [Tobias] Inserter message inconsistant with "full" destination
Replies: 2
Views: 250

Re: Inserter message inconsistant with "full" destination

For reference see 99191. At least the thing about the burner mining drill was already reported.
by ickputzdirwech
Tue Apr 19, 2022 11:16 am
Forum: Modding interface requests
Topic: Actually, I want to create a machine with more than 255 frames of animation
Replies: 7
Views: 312

Re: Actually, I want to create a machine with more than 255 frames of animation

As a very hacky workaround you could make multiple entities with parts of the animation and then replace them every few ticks. :twisted:
by ickputzdirwech
Tue Apr 19, 2022 6:55 am
Forum: Won't fix.
Topic: [kovarex] [0.18.45] Uranium electric drill ghost
Replies: 2
Views: 658

Re: [kovarex] [0.18.45] Uranium electric drill ghost

Just stumbled upon this in-game and what strikes me as odd is that the electric mining drill ghost in your hand has the fluid inputs. Only when I place it down it changes to the normal miner ghost again.
by ickputzdirwech
Fri Apr 15, 2022 7:05 am
Forum: Modding discussion
Topic: Licensing question about interactions between mods
Replies: 13
Views: 411

Re: Licensing question about interactions between mods

I think this is a reasonable answer: If the alterations are made by another mod within the Factorio environment, then those altered artifacts are *never distributed*. They are recreated each time the game is loaded on a particular machine. Most licenses on the mod portal only prohibit *distributing*...
by ickputzdirwech
Tue Mar 29, 2022 9:36 pm
Forum: Modding help
Topic: Is there any way for the data stage to effect the settings stage?
Replies: 9
Views: 738

Re: Is there any way for the data stage to effect the settings stage?

On a related note: I would really like to be able to conditionally create runtime settings based on the value of a startup setting. My use case is a startup setting that enables a feature and multiple runtime settings to “fine tune” it. It really makes no sense having the runtime settings available ...
by ickputzdirwech
Tue Mar 29, 2022 3:00 pm
Forum: Modding interface requests
Topic: Requesting an event for when a cutscene ends
Replies: 5
Views: 568

Re: Requesting an event for when a cutscene ends

I would like to request an event called on_player_controller_changed or something similar. As I understand it this could solve the issue presented here as well (that's why I am posting here). My use case is that I want to know when another mod changes the controller. There already is on_player_toggl...
by ickputzdirwech
Wed Mar 23, 2022 5:19 pm
Forum: Translations
Topic: German localization discussion
Replies: 198
Views: 80463

Re: German localization discussion

Nun, wir müssen uns bei der Übersetzung vor allem am Originaltext orientieren: Runs automated schedules and pulls rolling stock. Der Punkt wäre also drin :lol: Ein "kann" hinzufügen wäre noch akzeptabel würde ich sagen. Mein Gedanke wäre noch, dass an anderen Stellen "rolling stock&qu...
by ickputzdirwech
Sun Mar 13, 2022 11:26 am
Forum: Ideas and Suggestions
Topic: Production statistics per surface
Replies: 13
Views: 1247

Re: Production statistics per surface

Yeah, didn’t consider Factorissimo. I was more thinking about SpaceExploration. So maybe a combination of both? On surface creation the modder is able to define whether the statistics should be added to another surface (for things like Factorissimo) and in the statistics GUI the player can group mul...
by ickputzdirwech
Sun Mar 13, 2022 9:11 am
Forum: Translations
Topic: German localization discussion
Replies: 198
Views: 80463

Re: German localization discussion

Usul wrote:
Sun Mar 13, 2022 8:30 am
Hallo Tertius! Danke für die Erläuterungen! Kannst du mir bitte den gefallen tun und in Crowdin den o.g. Schreibfehler korrigieren? Ich kenne mich da nicht aus. Das wäre nett, vielen Dank! 8-)
Ich habe mir mal erlaubt die Änderung vorzuschlagen. Danke dir für den Hinweis!
by ickputzdirwech
Sun Mar 13, 2022 9:03 am
Forum: Outdated/Not implemented
Topic: Performance: Multicore pathfinding for "low" GHz servers
Replies: 10
Views: 717

Re: Performance: Multicore pathfinding for "low" GHz servers

in theory it could be possible to isolate separate rail networks as in most cases they are unable to interact with each other making it a candidate for a trains pathfinder You mean something like the transport lines but for rail networks? but then the update of trains themselves is also sequential ...
by ickputzdirwech
Sun Mar 13, 2022 8:45 am
Forum: Ideas and Suggestions
Topic: Production statistics per surface
Replies: 13
Views: 1247

Re: Production statistics per surface

I'd probably make it opt-in. What? The surfaces? The statistics? That needs a bit more flesh :) I can think of two ways to approach this: 1. A parameter for surface creation so modders can tell the game whether they want a separate statistic or not. They could probably even take player input into a...
by ickputzdirwech
Sat Feb 19, 2022 9:12 am
Forum: Gameplay Help
Topic: [1.1.53] Mark for deconstruction not working
Replies: 8
Views: 792

Re: [1.1.53] Mark for deconstruction not working

Maybe this thread helps you solve the problem: 101341
by ickputzdirwech
Mon Feb 14, 2022 9:01 am
Forum: Gameplay Help
Topic: Bug? - Deconstruction Flag Removed
Replies: 7
Views: 567

Re: Bug? - Deconstruction Flag Removed

If you can reproduce it, I think it might be worth to make a bug report about it.
by ickputzdirwech
Mon Feb 07, 2022 7:25 am
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 178
Views: 44872

Re: Friday Facts #367 - Expansion news

I don’t understand the discussion about the price. They clearly state: The general goal is to make the expansion feel like as big an addition as the whole vanilla game. This is why we plan to price it at $30.00 The vanilla game costs $30, the expansion will cost another $30. There plan is to double ...
by ickputzdirwech
Sat Feb 05, 2022 1:50 pm
Forum: Ideas and Suggestions
Topic: Let me collapse the conditions for a train station in train GUI
Replies: 4
Views: 524

Re: Let me collapse the conditions for a train station in train GUI

[ick] Merged two topics about collapsing train schedule conditions.
by ickputzdirwech
Thu Jan 27, 2022 11:38 am
Forum: Outdated/Not implemented
Topic: "Soft" mode for filtering splitters
Replies: 7
Views: 473

Re: "Soft" mode for filtering splitters

You can do this already, this is how: Instead of filtering for steel, the first splitter should have an output priority to the right. Remove the second splitter and put the underground belt directly in front of the right side of the first splitter. Because the copper is blocked by the side of the un...
by ickputzdirwech
Mon Jan 10, 2022 7:37 pm
Forum: Won't fix.
Topic: Too long translations in controls settings
Replies: 12
Views: 1735

Re: Too long translations in controls settings

As this was brought up again here I'd like to "put my mustard to it" as we Germans say. :lol: My suggestions to at least try to mitigate this problem would be as follows: Use "Ziffernblock" instead of "Nummernblock". It's at least a bit shorter. Omit "taste" i...
by ickputzdirwech
Sun Jan 09, 2022 11:16 am
Forum: Modding help
Topic: Entity is not displayed.
Replies: 8
Views: 744

Re: Entity is not displayed.

It’s most likely a bug from a mod or a conflict between mods. If you provide a save file I (or someone else) can take a look at it.

Go to advanced search