Search found 894 matches
- Mon Mar 31, 2025 5:41 pm
- Forum: Assigned
- Topic: [raiguard] Downloading a mod should un-mark required dependencies from getting disabled after a reboot
- Replies: 1
- Views: 170
Re: Downloading a mod should un-mark required dependencies from getting disabled after a reboot
+1 and as the current behavior sets the game up for a boot failure, this obviously is a bug report rather than a feature suggestion.
- Mon Feb 24, 2025 7:37 pm
- Forum: Modding interface requests
- Topic: Api Request : Add defines.inventory.assembling_machine_trash & a way to write in assembling machine inv
- Replies: 4
- Views: 423
Re: Api Request : Add defines.inventory.assembling_machine_trash & a way to write in assembling machine inv
+1 as while I don't know whether it is the last thing preventing mods from chance and count of side products being affected by any runtime event, it certainly is one of them.
- Tue Feb 04, 2025 12:56 am
- Forum: Modding interface requests
- Topic: SpriteParameters::rotation
- Replies: 6
- Views: 502
Re: SpriteParameters::rotation
Wouldn't that trade lower VRAM usage for higher CPU/GPU processing usage, i.e. lower FPS?
I mean, something has to rotate those pictures at some point in time.
GPUs are optimized to rotate, skew, and stretch texture coordinates while applying them to planes in a 3D space. No need to use the CPU ...
- Mon Feb 03, 2025 9:06 pm
- Forum: Modding interface requests
- Topic: SpriteParameters::rotation
- Replies: 6
- Views: 502
Re: SpriteParameters::rotation
That's a nice modder QoL feature and could also help make big mods with tons of animations less of a VRAM hog.
Should probably be an angle in radians for easy scripting in prototype phase.
Should probably be an angle in radians for easy scripting in prototype phase.
- Sat Jan 25, 2025 5:27 pm
- Forum: Ideas and Suggestions
- Topic: Aquilo: add an upgraded roboport that won't freeze
- Replies: 7
- Views: 625
Re: Aquilo: add an upgraded roboport that won't freeze
Include heating infrastructure in the self-expanding construction network.
- Thu Jan 23, 2025 12:52 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Inserter Fuel Leech
- Replies: 11
- Views: 7542
Re: [MOD 0.17.x] Inserter Fuel Leech
Just in case, anyone was still waiting for the 2.0 update. It is available now.
Inserter Fuel Leech 1.0.0 is a complete rewrite for less UPS impact.
There are now settings for when you need to exclude non-burner inserters (probably to further save UPS) or only want to enable the vanilla burner ...
Inserter Fuel Leech 1.0.0 is a complete rewrite for less UPS impact.
There are now settings for when you need to exclude non-burner inserters (probably to further save UPS) or only want to enable the vanilla burner ...
- Tue Jan 21, 2025 9:25 am
- Forum: Ideas and Suggestions
- Topic: Dynamically change trainstop names richtext icons with circuit signals
- Replies: 16
- Views: 1775
Re: Dynamically change trainstop names richtext icons with circuit signals
Sorry, Koub. This thread didn't come up in my search, so I duplicated the feature request here.
- Tue Jan 21, 2025 9:24 am
- Forum: Ideas and Suggestions
- Topic: In train stop names, treat item wildcard icons as highest count item signal
- Replies: 5
- Views: 518
Re: In train stop names, treat item wildcard icons as highest count item signal
That's indeed what I want. It just didn't come up in my search.Muche wrote: Tue Jan 21, 2025 7:51 am In that case also see Dynamically change trainstop names richtext icons with circuit signals.
- Tue Jan 21, 2025 2:01 am
- Forum: Ideas and Suggestions
- Topic: In train stop names, treat item wildcard icons as highest count item signal
- Replies: 5
- Views: 518
Re: In train stop names, treat item wildcard icons as highest count item signal
Are you talking about train stops in train's permanent schedule, or added by an interrupt?
Because it seems to me a stop added by an interrupt works exactly as you describe (apart from the selected item may be not necessarily the highest count item).
This would be nice for permanent and ...
- Mon Jan 20, 2025 7:23 am
- Forum: Ideas and Suggestions
- Topic: In train stop names, treat item wildcard icons as highest count item signal
- Replies: 5
- Views: 518
In train stop names, treat item wildcard icons as highest count item signal
TL;DR
Have trains see train stop names as if the item wildcard icon had been replaced by the item signal with the highest count.
What?
When a train selects a train stop to go to, it should see item wildcard signal icons ([virtual-signal=signal-item-parameter]) in the train stop names replaced ...
Have trains see train stop names as if the item wildcard icon had been replaced by the item signal with the highest count.
What?
When a train selects a train stop to go to, it should see item wildcard signal icons ([virtual-signal=signal-item-parameter]) in the train stop names replaced ...
- Mon Oct 21, 2024 5:17 pm
- Forum: Modding help
- Topic: Player-specific debug output in local chat only
- Replies: 1
- Views: 209
Player-specific debug output in local chat only
I want to have runtime-per-user settings for enabling debug output for some categories.
Users should also be able to enable debug output relevant to the last entity they themselves placed in their current game session.
Debug messages should only be visible as chat messages to the player, who enabled ...
Users should also be able to enable debug output relevant to the last entity they themselves placed in their current game session.
Debug messages should only be visible as chat messages to the player, who enabled ...
- Tue Dec 26, 2023 10:38 am
- Forum: Documentation Improvement Requests
- Topic: BlueprintCircuitConnection and BlueprintControlBehavior are not documented
- Replies: 1
- Views: 621
[1.1.100] BlueprintCircuitConnection and BlueprintControlBehavior definitions missing
The types BlueprintCircuitConnection and BlueprintControlBehavior are referenced by the concept BlueprintEntity but not defined in the runtime API JSON nor on the API documentation page
- Mon Dec 25, 2023 1:11 am
- Forum: Resolved Requests
- Topic: [1.1.100] Return type missing for get_insertable_count
- Replies: 1
- Views: 592
[1.1.100] Return type missing for get_insertable_count
LuaInventory.get_insertable_count(item) works fine in game and returns an integer.
But latest docs (and the JSON) don't list the formal return type. Discovered this while testing a LuaDocs generator for generating hint files for EmmyLua from the Factorio API JSON.
API Docs page: https://lua-api ...
But latest docs (and the JSON) don't list the formal return type. Discovered this while testing a LuaDocs generator for generating hint files for EmmyLua from the Factorio API JSON.
API Docs page: https://lua-api ...
- Fri Sep 29, 2023 9:39 pm
- Forum: Ideas and Suggestions
- Topic: Select which mods to disable on game launch failure
- Replies: 2
- Views: 1208
Re: [1.1.19] Select which mods to disable on game launch failure
+1 as it's annoying when the game insists on disabling everything else that touches the prototype even though you know for sure from the error message which mod has to be the offender.
- Fri Nov 25, 2022 5:30 pm
- Forum: News
- Topic: Friday Facts #371 - Apple Silicon
- Replies: 60
- Views: 33475
Re: Friday Facts #371 - Apple Silicon
As there is talks about power efficiency in this FFF - anyone got some actual UPS per Watt numbers measured at the power outlet for AMD/Intel PC or Arm/Intel Mac?
- Mon Oct 31, 2022 7:59 pm
- Forum: Implemented mod requests
- Topic: Allow more tile types without exceeding 255 limit
- Replies: 9
- Views: 4354
Re: Allow more tile types without exceeding 255 limit
There is: Wait ten years. Chances are that doubling the demand for memory bandwidth is less a problem then...
- Mon Oct 31, 2022 7:51 pm
- Forum: Implemented mod requests
- Topic: Custom scaling of alt-info icons
- Replies: 8
- Views: 3770
Re: Custom scaling of alt-info icons
Also support this.
In my opinion, the maximum size for an info icon should be fixed to 1¾ tile². But a mod tuning scale_info_icons_multiplier on each entity prototype would be easy to make...
In my opinion, the maximum size for an info icon should be fixed to 1¾ tile². But a mod tuning scale_info_icons_multiplier on each entity prototype would be easy to make...
- Mon Oct 31, 2022 7:25 pm
- Forum: Implemented mod requests
- Topic: Allow more tile types without exceeding 255 limit
- Replies: 9
- Views: 4354
Re: Allow more tile types without exceeding 255 limit
The memory representation of tiles surely is pretty performance critical and more lookups would definitely impact performance too.
But one option, that would cost absolutely no performance overhead would be to split Alien Biomes into multiple mods only containing a few or even just one biome each ...
But one option, that would cost absolutely no performance overhead would be to split Alien Biomes into multiple mods only containing a few or even just one biome each ...
- Wed Sep 14, 2022 11:20 pm
- Forum: News
- Topic: Factorio is coming to Nintendo Switch™
- Replies: 83
- Views: 57539
Re: Factorio is coming to Nintendo Switch™
Factorio is the only game i know, that has been built with modding in mind from the start. I couldn't imagine going all the way to port it to ARM just to stop a few meters before the finish line. But i also couldn't imagine running Factorio on a system with only 4 GiB RAM.
Would definitely ...
Would definitely ...
- Thu Nov 05, 2020 1:18 am
- Forum: Implemented in 2.0
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 28881
Re: Free cables/wires (Poles contain all) ☸
+1jockeril wrote: Tue Apr 16, 2019 7:07 am I agree wires shouldn't cost or even be items - I suggest we make them a tool like copy, cut & paste