Search found 42 matches

by whitecold
Fri Nov 20, 2020 6:11 pm
Forum: Ideas and Suggestions
Topic: Stack Size Virtual Value for Signals
Replies: 8
Views: 515

Re: Stack Size Virtual Value for Signals

There is at least one mod that includes a stacksize combinator already: https://mods.factorio.com/mod/utility-combinators-plus The mod only provides the stack sizes in a constant combinator. You'll need to extract the right signal, convert it into an appropriate constant and then multiply/divide yo...
by whitecold
Fri Nov 13, 2020 8:07 pm
Forum: Ideas and Suggestions
Topic: Allow placement of blueprints in chunks with FOW
Replies: 10
Views: 699

Allow Blueprints in fog of war

TL;DR Allow blueprints to be placed through Fog of war What ? You should be able to place Blueprints in the map view regardless if an area is currently revealed by radar or not. Why ? It is no fun having to overlap a blueprint with one you previously placed, just because fog of war cut off a small ...
by whitecold
Tue Nov 03, 2020 9:31 pm
Forum: Won't implement
Topic: Make spidertron features available for all vehicles
Replies: 8
Views: 746

Make spidertron features available for all vehicles

There are several features that currently seem only available for SpiderVehicles, and not for other types of vehicles. The radar capability set by chunk_exploration_radius The autopilot feature set by autopilot_destination The autotargeting settings accessed by vehicle_automatic_targeting_parameters...
by whitecold
Fri Mar 20, 2020 5:32 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 37307

Re: Friday Facts #339 - Beacon HR + Redesign process

I think the fundamental issue is that 'beacon' does not map well to 'long lines' ever. I think the best way to make beacons look better is preventing their effects from infinitely stacking, and ensuring that the beacons are outnumbered by the assemblers/furnaces/refineries. The picture with the furn...
by whitecold
Mon Mar 12, 2018 9:17 am
Forum: Ideas and Suggestions
Topic: Include dominant recipe in default blueprint icons
Replies: 4
Views: 892

Re: Include dominant recipe in default blueprint icons

I would consider prioritizing high level recipes over low level ones. So a 3 cable -> 2 green circuit build should show the green circuits first, even though they are in the minority.
by whitecold
Mon Feb 26, 2018 2:35 pm
Forum: Mods
Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
Replies: 40
Views: 14837

Re: [MOD 0.14.x] Macromanaged Turrets v1.1.5

Has anyone gotten this to work with 0.16?
by whitecold
Wed Feb 21, 2018 10:11 pm
Forum: Modding help
Topic: Unkown item name error
Replies: 1
Views: 310

Unkown item name error

I have a mysterious unkown item name error when I try to create a 'item-request-proxy', I assume I got the syntax of modules somehow wrong, but I can't figure out what player.surface.create_entity { name = 'item-request-proxy', position = entity.position, force = entity.force, target = entity, modul...
by whitecold
Wed Feb 21, 2018 6:43 pm
Forum: Mods
Topic: [MOD 0.15] ModuleInserter 2.0.0
Replies: 133
Views: 65220

Re: [MOD 0.15] ModuleInserter 2.0.0

The mod can be fixed adding a few lines in local function on_player_selected_area(event), as limitations are no longer a table, but an array Change the lines testing for appropriate limitations if entity.type == "assembling-machine" and recipe and next(prototype.limitations) and not in_tab...
by whitecold
Tue Feb 20, 2018 7:15 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network
Replies: 122
Views: 17160

Re: Roboports should output missing materials to circuit network

If anyone is interested in this behavior, I made a mod that adds a combinator that performs exactly this. (I am afraid I have no clue how to hack into the roboport)

https://mods.factorio.com/mod/missing-circuit
by whitecold
Sun Feb 18, 2018 8:46 pm
Forum: Ideas and Suggestions
Topic: Manually create module requests on existing machines
Replies: 9
Views: 2059

Re: Module Ghosts in Assembling machines.

impetus maximus wrote:read "New toolbar proposal"
I only see talk about ways to place ghosts without actually having the item, but I don't see any mention of ghosting modules to existing assemblers. Searching for module comes up empty for me.
by whitecold
Sun Feb 18, 2018 4:19 pm
Forum: Ideas and Suggestions
Topic: Manually create module requests on existing machines
Replies: 9
Views: 2059

Re: Module Ghosts in Assembling machines.

read here https://factorio.com/blog/post/fff-191 Can you tell me where in that blog post Twinsen talks about modules? Especially with the radar view, I'd be very much in favor being able to requests modules at the other end of my factory. Also, existing modules should be slated to be removed when y...
by whitecold
Tue Jan 30, 2018 1:19 pm
Forum: Modding help
Topic: Mod is not detected
Replies: 5
Views: 1007

Re: Mod is not detected

Thanks, I fixed it now, it seems to work fine now. It is just very hard to debug something that fails quietly without any error message.
by whitecold
Tue Jan 30, 2018 1:18 pm
Forum: Modding help
Topic: How to test if two logistics networks are the same?
Replies: 0
Views: 257

How to test if two logistics networks are the same?

I am trying to match various entities if they are in the same logistics network I am first saving entities into a table by the logistics network gotten by find_logistic_network_by_position local parent = surface.find_logistic_network_by_position(combinator.position, combinator.force) if parent ~= ni...
by whitecold
Mon Jan 29, 2018 1:02 pm
Forum: Modding help
Topic: Mod is not detected
Replies: 5
Views: 1007

Re: Mod is not detected

Here is the file
by whitecold
Mon Jan 29, 2018 10:13 am
Forum: Modding help
Topic: Mod is not detected
Replies: 5
Views: 1007

Mod is not detected

I am trying to make a simple mod, but I am unable to get it to show up in the game in the mods menu. What am I overlooking? The folder is called: missing-circuit_0.1.0 and contains the data.lua file: --data.lua require("prototypes.items") as well as the json file { "name": “Missi...
by whitecold
Fri Oct 27, 2017 5:22 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 40122

Re: Friday Facts #214 - Concrete rendering

The tiles look really nice... they just don't have the 'industrial' feel. The main reason I prefer concrete over stone tiles is that the concrete looks much flatter, much more like a factory floor than a hand assembled path. For me I'd much prefer even completely untiled, flat, poured concrete. Both...
by whitecold
Sat Aug 12, 2017 9:42 am
Forum: Ideas and Suggestions
Topic: Please allow mining drills to store at least ONE ore! :(
Replies: 9
Views: 2144

Re: Please allow mining drills to store at least ONE ore! :(

You can have your miners load into chests, and unload from those, or unload onto side belts which feed into the main. There are plenty of solutions already other than changing the game.
by whitecold
Sun Jul 30, 2017 9:36 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 868
Views: 320456

Re: [MOD 0.14] AAI Programmable Vehicles

Has anyone gotten good blueprints for handling squads of combat units?
Single tanks spreading out don't cut it anymore against the behemoth biters
by whitecold
Fri Jul 07, 2017 11:00 pm
Forum: Ideas and Suggestions
Topic: Allow changing entity settings from radar remote view
Replies: 6
Views: 1806

Re: Allow changing entity settings from radar remote view

It works this way by design. You're meant to go there if you want to do more than blueprint/deconstruct. The same reason you can't open/change machines at any distance in the normal view. However you currently can tear down the entire thing, and replace it with the one combinator changed. Given tha...
by whitecold
Fri Jul 07, 2017 9:21 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 156094

Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4

Would it be possible to add train lines? My idea was that each station can be assigned a line ID, including depots. Trains for IDed depots would only serve runs with the matching ID, or from a no ID stop to one with an ID. It would give the player a bit more control over trains if this is desired. T...

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