Search found 212 matches

by Raiguard
Fri Jul 03, 2020 9:58 pm
Forum: Ideas and Suggestions
Topic: Add a hotkey for blueprint string import
Replies: 0
Views: 37

Add a hotkey for blueprint string import

Since blueprint-related things have moved to the shortcut bar, that limits the amount of things you can have showing at once. I almost never actually use my shortcut bar, the only things I have showing are things that I want to know the toggled state of. I use hotkeys for almost everything there. Th...
by Raiguard
Fri Jun 05, 2020 5:49 pm
Forum: Modding interface requests
Topic: on_ticks_played event
Replies: 7
Views: 199

Re: on_ticks_played event

I would also like this event, this means I could make Tapeline work while the tick is paused.
by Raiguard
Thu Jun 04, 2020 3:30 pm
Forum: Won't implement
Topic: screen.element.force_render_above() please?
Replies: 16
Views: 570

Re: screen.element.force_render_above() please?

To put it simply: I knew any mods which did that would break when I changed the game mechanics and decided that I just didn't care. What you were doing was never supported and never intended to stay working and the fact it broke when changing the logic for how base game does GUIs wasn't really an i...
by Raiguard
Wed Jun 03, 2020 2:20 am
Forum: Resolved Problems and Bugs
Topic: [0.18.29] Crash when clearing an infinity pipe filter
Replies: 1
Views: 256

[0.18.29] Crash when clearing an infinity pipe filter

Factorio crashes with a stack overflow exception when clearing an infinity pipe's filter.

That's it!

Simply place an infinity pipe, set a filter on it, then attempt to clear that filter by right-clicking the choose elem button. Badda bing, badda boom, you have a crash!
by Raiguard
Thu May 28, 2020 4:20 pm
Forum: Releases
Topic: Version 0.18.28
Replies: 7
Views: 4883

Re: Version 0.18.28

FactorioBot wrote:
Thu May 28, 2020 4:13 pm
  • Improved performance by up to 2.5x when the game needs to iterate Lua tables on the C++ side.
  • Improved save/load performance of mod script data.
:o

This is amazing! Thank you for the speedup!
by Raiguard
Mon May 25, 2020 3:51 am
Forum: Not a bug
Topic: [0.18.26] Mining drills mine their last resource twice
Replies: 1
Views: 108

[0.18.26] Mining drills mine their last resource twice

I have been trying to figure out how mining drills work so I can accurately represent mining drill rates in my Rate Calculator mod. While experimenting, I discovered that whichever resource is at the end of the drill's "list" gets two sets of mining operations (mined 20 times instead of 10). Here is...
by Raiguard
Mon May 25, 2020 2:03 am
Forum: Not a bug
Topic: [0.18.26] Low resolution switch
Replies: 1
Views: 73

Re: [0.18.26] Low resolution switch

This isn't a bug, it just hasn't been updated to hi-res yet. Same with the beacon...
by Raiguard
Sun May 24, 2020 5:11 pm
Forum: Logistic Train Network
Topic: [0.18] LTN Manager (ALPHA)
Replies: 13
Views: 1614

Re: [0.18] LTN Manager (ALPHA)

ghosty21292 wrote:
Sun May 24, 2020 10:50 am
is there a way to remove the mod without losing all LTN stations?
Removing this mod will not delete any of your stations. You have to remove actual LTN for that to happen.
by Raiguard
Sat May 23, 2020 9:58 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 11032

Re: Friday Facts #348 - The final GUI update

It makes me sad that they are just polishing the game instead of adding new content and I cannot believe anybody actually asked for this. On they other hand Factorio is a great game I sunk 1,505 hours in and with mods it is still fun. Let's hope that just making it look nice boosts the sales and th...
by Raiguard
Fri May 22, 2020 4:31 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 11032

Re: Friday Facts #348 - The final GUI update

Sad to hear that the blueprint library overhaul is delayed. It really is the low-hanging fruit of the game (besides the fluid mechanics). I hope that someone can find some time to make blueprint books nestable, and allow storing decon and upgrade planners in the library. No GUI changes necessary, ju...
by Raiguard
Fri May 22, 2020 4:20 pm
Forum: Releases
Topic: Version 0.18.26
Replies: 46
Views: 8086

Re: Version 0.18.26

You can also just Control + Alt + Click the settings button on the menu to access the hidden settings. Then you don't need to worry about config.ini at all! :D Wow, that is good to know. How does one figure out these hidden shortcuts? In my case it was luck, I was watching one of Rseding's streams ...
by Raiguard
Fri May 22, 2020 2:51 am
Forum: Releases
Topic: Version 0.18.26
Replies: 46
Views: 8086

Re: Version 0.18.26

Changes Disallowed saving over autosave files or making saves that begin with '_autosave'. Oh come on. I sometimes use autosaves to save something temporarily without any intent to keep it for longer. What about an option in the pause menu that performs an autosave immediately? Joking aside, it's a...
by Raiguard
Fri May 22, 2020 2:24 am
Forum: Releases
Topic: Version 0.18.26
Replies: 46
Views: 8086

Re: Version 0.18.26

There is a hidden config setting you can change to allow it still (in config.ini) Where is it hiding!? Ok, now I know I'm not crazy. I've experienced this before when the cache-prototype-data option was included. It wasn't in my config.ini for quite some time. Now I can reproduce it. New options do...
by Raiguard
Thu May 21, 2020 5:44 pm
Forum: Releases
Topic: Version 0.18.26
Replies: 46
Views: 8086

Re: Version 0.18.26

Changes Disallowed saving over autosave files or making saves that begin with '_autosave'. Oh come on. I sometimes use autosaves to save something temporarily without any intent to keep it for longer. What about an option in the pause menu that performs an autosave immediately? Joking aside, it's a...
by Raiguard
Thu May 21, 2020 4:47 pm
Forum: Releases
Topic: Version 0.18.26
Replies: 46
Views: 8086

Re: Version 0.18.26

Changes Disallowed saving over autosave files or making saves that begin with '_autosave'. Oh come on. I sometimes use autosaves to save something temporarily without any intent to keep it for longer. What about an option in the pause menu that performs an autosave immediately? Relevant XKCD .
by Raiguard
Wed May 20, 2020 3:54 pm
Forum: Modding help
Topic: Run script.on_event from my mod after all other mods
Replies: 7
Views: 181

Re: Run script.on_event from my mod after all other mods

Alternative idea, kind of terrifying: when the player respawns, set a flag in global stating that that player needs its items cleared. Then, in an on_tick handler, clear the items for any players with that flag set. That will delegate the clearing to the next tick, guaranteeing that it will run last...
by Raiguard
Mon May 18, 2020 9:30 pm
Forum: Modding interface requests
Topic: Add slot filter support to script inventories
Replies: 3
Views: 196

Re: Add slot filter support to script inventories

Rseding91 wrote:
Mon May 18, 2020 7:00 am
Script inventories do not auto-sort.
Well... huh! I was wrong, thanks for pointing that out!

I was able to make a workaround to sync slot filters. However, it would still be nice if script inventories supported filters, to achieve maximum flexibility.
by Raiguard
Mon May 18, 2020 5:51 pm
Forum: General discussion
Topic: Minimum system resolution requirements accuracy?
Replies: 2
Views: 230

Re: Minimum system resolution requirements accuracy?

I'll add that I have a craptop that is only 720p, and the game looks/runs just fine at 75% GUI scaling.
by Raiguard
Sun May 17, 2020 5:25 pm
Forum: Modding interface requests
Topic: Add slot filter support to script inventories
Replies: 3
Views: 196

Re: Add slot filter support to script inventories

Bump. I need to be able to set filters in script inventories to make my inventory sync logic work properly. Right now, it doesn't work properly because when I set_stack on a stack with a filter, as soon as the next stack is set, the inventory gets sorted and that item whizzes away. So when I switch ...
by Raiguard
Thu May 14, 2020 7:35 pm
Forum: Modding interface requests
Topic: Mod settings, colour code type
Replies: 6
Views: 254

Re: Mod settings, colour code type

I did actually mention that in my suggestion, though, I'd have to opt between a user toggle, so RGB can still be used. a Tickbox or something. Sometimes I can read, but apparently yesterday was not one of those days. Yes, being able to switch between them would also be nice. Maximum flexibility! Ed...

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