Search found 894 matches

by Oktokolo
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.
by Oktokolo
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.
by Oktokolo
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 ...
by Oktokolo
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.
by Oktokolo
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.
by Oktokolo
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 ...
by Oktokolo
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.
by Oktokolo
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

Muche wrote: Tue Jan 21, 2025 7:51 am In that case also see Dynamically change trainstop names richtext icons with circuit signals.
That's indeed what I want. It just didn't come up in my search.
by Oktokolo
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 ...
by Oktokolo
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 ...
by Oktokolo
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 ...
by Oktokolo
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
by Oktokolo
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 ...
by Oktokolo
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.
by Oktokolo
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?
by Oktokolo
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

FuryoftheStars wrote: Mon Oct 31, 2022 7:39 pm I just wish there was a better way. :/
There is: Wait ten years. Chances are that doubling the demand for memory bandwidth is less a problem then... 😇
by Oktokolo
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...
by Oktokolo
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 ...
by Oktokolo
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 ...
by Oktokolo
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) ☸

jockeril 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
+1

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