Search found 90 matches

by Raiguard
Sun Sep 15, 2019 9:46 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.68] [Editor] Recipe availability in blueprints
Replies: 1
Views: 233

[Rseding91] [0.17.68] [Editor] Recipe availability in blueprints

Hello. In the editor, you always have access to all recipes, regardless of whether or not they're enabled for the player's force. However, when placing blueprints, the force recipe availability still applies: https://i.imgur.com/83J1KtO.png https://i.imgur.com/Hi6TNJQ.png I would expect the editor t...
by Raiguard
Sun Sep 15, 2019 8:05 pm
Forum: Not a bug
Topic: [kovarex] [0.17.68] Locomotive GUI does not change size when scaling UI
Replies: 2
Views: 196

Re: [0.17.68] Locomotive GUI does not change size when scaling UI

I don't think this is a bug so much as a GUI design issue, but I do essentially agree. I play Factorio in 4K at 100% scaling, and the train GUI is needlessly enormous.

Image
by Raiguard
Fri Sep 06, 2019 8:50 pm
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 8379

Re: Friday Facts #311 - New remnants 3

I'm afraid you are losing grip on the amount of mods there are. Thousands of small scripts, unbalanced tweaks and unknown gems. This mod will likely soon be buried beneath everything. I think you need some sort of way to sort this thing before it's too late. Minetest (opensource Minecraft with Lua ...
by Raiguard
Thu Sep 05, 2019 10:13 pm
Forum: Ideas and Suggestions
Topic: [Editor] Wishlist of possible features for the editor
Replies: 17
Views: 550

Re: [Editor] Wishlist of possible features for the editor

Hmm, that seems odd to me. If logistic inventory filters are going to be on the right in a tab, it stands to reason that infinity inventory filters should be in the same place, since they serve pretty much the same function, just instantly and for free. Always having the infinity filters accessible,...
by Raiguard
Tue Sep 03, 2019 6:27 pm
Forum: Releases
Topic: Version 0.17.67
Replies: 28
Views: 8001

Re: Version 0.17.67

Changes The camera will zoom to center instead of zooming to cursor in God controller, Ghost controller and Spectator controller. Nooooooo! This is going to mess with my memory so much... I was so used to this not only in Factorio but basically everywhere where such thing is applicable. I'm on the ...
by Raiguard
Tue Sep 03, 2019 4:43 pm
Forum: Ideas and Suggestions
Topic: [Editor] Wishlist of possible features for the editor
Replies: 17
Views: 550

Re: [Editor] Wishlist of possible features for the editor

Thank you for the many additions! Especially the addition of editor inventory infinity filters, that's amazing. :D I do have some feedback on the infinity filters. Is there a specific reason that it's designed to always be present, even when opening chests or other entities? IMO it should behave sim...
by Raiguard
Tue Sep 03, 2019 4:10 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.17.67] [Map editor] Hard crash when right-clicking with tile area tool
Replies: 1
Views: 236

[Rseding] [0.17.67] [Map editor] Hard crash when right-clicking with tile area tool

Hello. When holding the new tile area tool (thank you!), if you right-click, the game will hard-crash. As far as I can tell this is 100% repeatable and reproducable. Steps to reproduce: 1. Create a new game and open map editor 2. Navigate to tile tool 3. Select area tool 4. Right-click anywhere in t...
by Raiguard
Sat Aug 31, 2019 7:54 pm
Forum: Ideas and Suggestions
Topic: [Editor] Wishlist of possible features for the editor
Replies: 17
Views: 550

Re: [Editor] Wishlist of possible features for the editor

The last GUI-related thing I want to talk about right now is the electric energy interface. I don't know about other people, but I find the EEE GUI to be extremely unintuitive and hard to use. Well this might happen I really doubt it. The GUI is not meant to be a streamlined main-game GUI; it's mea...
by Raiguard
Sat Aug 31, 2019 1:39 am
Forum: Ideas and Suggestions
Topic: [Editor] Wishlist of possible features for the editor
Replies: 17
Views: 550

Re: [Editor] Wishlist of possible features for the editor

I'm going to add my two cents here. I recently created Infinity Mode because I liked to use Creative Mode over the editor, but was unhappy with its performance. If the devs are willing to expand the map editor, then I would be ecstatic if it made my mod useless! Here are a few things I would like to...
by Raiguard
Wed Aug 28, 2019 7:15 pm
Forum: Implemented mod requests
Topic: Map editor instant deconstruction should raise events
Replies: 20
Views: 884

Re: Map editor instant deconstruction should raise events

In the same vein, is there a way to access the vanilla instant blueprint/upgrade/deconstruction outside of the editor? The performance is much much better than my LUA implementation, despite being very similar. If you're having performance problems you should make a modding help thread instead of h...
by Raiguard
Wed Aug 28, 2019 5:27 pm
Forum: Implemented mod requests
Topic: Map editor instant deconstruction should raise events
Replies: 20
Views: 884

Re: Map editor instant deconstruction should raise events

In the same vein, is there a way to access the vanilla instant blueprint/upgrade/deconstruction outside of the editor? The performance is much much better than my LUA implementation, despite being very similar.
by Raiguard
Fri Aug 23, 2019 4:17 pm
Forum: Modding interface requests
Topic: Prototype property to restrict inserters to pick up from a single lane
Replies: 2
Views: 168

Re: Prototype property to restrict inserters to pick up from a single lane

Well, today's FFF put to rest any chance of turning off inserter chasing, so that discussion is over. This, however, is probably a better solution for my modding needs and could still work. Is there a chance, devs?
by Raiguard
Thu Aug 22, 2019 1:21 am
Forum: Won't implement
Topic: Allow access to built-in instant blueprint/deconstruction/upgrade logic outside of the editor
Replies: 7
Views: 232

Re: Allow access to built-in instant blueprint/deconstruction/upgrade logic outside of the editor

I wouldn't have put it that way, but I essentially agree. I don't see any reason why instant deconstruction shouldn't raise events. Even if it's for performance reasons, I think the performance degredation would be a necessary cost to keep things consistent. The main thing that baffles me is that in...
by Raiguard
Wed Aug 21, 2019 9:12 pm
Forum: Won't implement
Topic: Allow access to built-in instant blueprint/deconstruction/upgrade logic outside of the editor
Replies: 7
Views: 232

Re: Allow access to built-in instant blueprint/deconstruction/upgrade logic outside of the editor

Yes, as DaveMCW said, the only other way is to check each one in on_tick, which is a completely unacceptable workaround. I guess it doesn't matter though, since I'll just have to keep using LUA anyway.

Thanks anyway.
by Raiguard
Wed Aug 21, 2019 4:54 pm
Forum: Won't implement
Topic: Allow access to built-in instant blueprint/deconstruction/upgrade logic outside of the editor
Replies: 7
Views: 232

Allow access to built-in instant blueprint/deconstruction/upgrade logic outside of the editor

Hello. Some of the cheats in my Infinity Mode mod are instant blueprint/deconstruction/upgrade. I went and implemented these in LUA because vanilla's built-in logic is unavailable outside of the editor. However, my logic is simply too slow for me to be happy with it. I would like to request that the...
by Raiguard
Wed Aug 14, 2019 4:31 am
Forum: Modding interface requests
Topic: Container prototype: Don't show contents in tooltip option
Replies: 5
Views: 188

Re: Container prototype: Don't show contents in tooltip option

The chest cannot be opened or fast-transferred to or from (operable = false) because the game lags hard when you open an extremely large inventory. However, the chest can be interacted with by inserters/loaders/bots and can be mined normally.
by Raiguard
Mon Aug 12, 2019 9:28 pm
Forum: Modding interface requests
Topic: Container prototype: Don't show contents in tooltip option
Replies: 5
Views: 188

Re: Container prototype: Don't show contents in tooltip option

I assume that when the main GUI is redesigned (I think that's supposed to happen in the post-stable 0.17 feature updates), they'll fix this issue. The tooltips are also slated to be redesigned, as per the FFF gui progress tables.

Maybe they'll do something about this then.
by Raiguard
Mon Aug 12, 2019 7:28 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] LuaGuiElement (switch): allow_none_state is ignored and crash
Replies: 2
Views: 310

[Rseding91] LuaGuiElement (switch): allow_none_state is ignored and crash

Hello, I have two bugs for you. Here is a console command that will reproduce the bugs: /c game.player.gui.screen.add{type='frame', name='test_frame', caption='Test frame'}.add{type='switch', name='test_switch', allow_none_state=true, switch_state='none', left_label_caption='On', right_label_caption...
by Raiguard
Sun Aug 11, 2019 4:31 am
Forum: Modding interface requests
Topic: Container prototype: Don't show contents in tooltip option
Replies: 5
Views: 188

Container prototype: Don't show contents in tooltip option

I would like to request a prototype option on containers that allows one to prevent the game tooltips from showing that container's inventory contents. The reason is simple: I have a modded chest that contains a stack of every item in the game, and the tooltip is horrifying: 2019-08-10 22_30_32-D__C...
by Raiguard
Fri Aug 09, 2019 12:31 am
Forum: Ideas and Suggestions
Topic: Add infinity train wagons, and infinity chest logistics mode
Replies: 2
Views: 195

Re: Add infinity train wagons, and infinity chest logistics mode

Bump. I implemented infinity cargo wagon and infinity fluid wagon in a mod, but it requires an on_tick that has a higher performance impact than I'd like. If these were implemented in vanilla, the performance would be much better! Disregard the thing about infinity chest logistic modes, turns out th...

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