I have way too many mods already, uploading it here so i can post it in the discussion tab
https://mods.factorio.com/mod/accumulat ... discussion
Update 1.0.2:
- Fixed train stop crash, the charge and discharge signals work now
Update 1.0.3:
- Full quality support
Search found 444 matches
- Tue Jan 14, 2025 3:24 pm
- Forum: Mods
- Topic: Accumulator wagon redux for 2.0
- Replies: 0
- Views: 263
- Tue Jan 14, 2025 12:12 pm
- Forum: Modding interface requests
- Topic: Allow setting friction_modifier on rolling stock on control stage, not just cars.
- Replies: 8
- Views: 773
Re: Allow setting friction_modifier on rolling stock on control stage, not just cars.
https://mods.factorio.com/mod/OverloadedTrains/downloads
done. on_tick-less train weight.
will soon get merged on OverloadedTrains11
friction would be a terrible idea for your usecase, it's not even up for debate.
friction would allow your trains to brake even faster, which makes no sense if you ...
done. on_tick-less train weight.
will soon get merged on OverloadedTrains11
friction would be a terrible idea for your usecase, it's not even up for debate.
friction would allow your trains to brake even faster, which makes no sense if you ...
- Fri Jan 10, 2025 12:55 am
- Forum: Modding interface requests
- Topic: Allow setting friction_modifier on rolling stock on control stage, not just cars.
- Replies: 8
- Views: 773
Re: Allow setting friction_modifier on rolling stock on control stage, not just cars.
for cargo based acceleration you'd want to manipulate weight(currently impossible)
even on_tick mods have a huge issue with the braking force multiplier (which is only possible per force)
that friction approach would make your trains slow down as if they were braking all the time, which is not how ...
even on_tick mods have a huge issue with the braking force multiplier (which is only possible per force)
that friction approach would make your trains slow down as if they were braking all the time, which is not how ...
- Wed Jan 08, 2025 9:07 am
- Forum: Modding interface requests
- Topic: sprite :: source_orientation_offset
- Replies: 0
- Views: 155
sprite :: source_orientation_offset
i just made this mod:
https://mods.factorio.com/mod/leave_the_lights_on
but now realized that the tanks have rotated lights so i can't just copy their light cones into a single layered sprite
because unlike the .light property, which has a "source_orientation_offset", there is no such thing for ...
https://mods.factorio.com/mod/leave_the_lights_on
but now realized that the tanks have rotated lights so i can't just copy their light cones into a single layered sprite
because unlike the .light property, which has a "source_orientation_offset", there is no such thing for ...
- Sat Dec 28, 2024 8:43 pm
- Forum: Modding interface requests
- Topic: Relative GUI for static GUI elements
- Replies: 5
- Views: 1517
Re: Relative GUI for static GUI elements
we already have player.gui.relative .add(...) .anchor = https://lua-api.factorio.com/latest/defines.html#defines.relative_gui_type
what we REALLY need is displaying these relative guis *above* the anchor gui.
currently they can only be displayed to the side...
for example you could display a bunch ...
what we REALLY need is displaying these relative guis *above* the anchor gui.
currently they can only be displayed to the side...
for example you could display a bunch ...
- Sat Dec 28, 2024 2:53 am
- Forum: Modding interface requests
- Topic: make settings calls more performant
- Replies: 7
- Views: 514
Re: make settings calls more performant
i just tried putting everything in _G instead of storage.s (replacing most stuff to even access it without a _G[" prefix) and it did nothing for the performance, so indexing doesn't seem to cost much
(yes it took me almost an hour to test this)
still think devs should take a look at settings ...
(yes it took me almost an hour to test this)
still think devs should take a look at settings ...
- Sat Dec 28, 2024 2:37 am
- Forum: Modding interface requests
- Topic: make settings calls more performant
- Replies: 7
- Views: 514
Re: make settings calls more performant
did i find a way to make it faster? or did i find a way to make it unplayable in multiplayer? idk, i dont play this game in mp
also no clue why you don't want settings to be more performant and defending the current implementation
i'd prefer to not make my code less maintainable and update all my ...
also no clue why you don't want settings to be more performant and defending the current implementation
i'd prefer to not make my code less maintainable and update all my ...
- Sat Dec 28, 2024 1:58 am
- Forum: Modding interface requests
- Topic: make settings calls more performant
- Replies: 7
- Views: 514
Re: make settings calls more performant
this is more than the indexing cost though. they are still in a 2d table
if i add another dimension with {value = ...}, it does cost another 0.007 ups indeed (still less than using settings... calls)
that third dimension isn't used at all though, maybe they can save some performance by cutting that ...
if i add another dimension with {value = ...}, it does cost another 0.007 ups indeed (still less than using settings... calls)
that third dimension isn't used at all though, maybe they can save some performance by cutting that ...
- Sat Dec 28, 2024 1:30 am
- Forum: Modding interface requests
- Topic: make settings calls more performant
- Replies: 7
- Views: 514
make settings calls more performant
it's kinda insane that replacing all settings.{storage,global} calls with storage[] calls got me down to 0.070 ups from 0.090. ( with 4 running reactors )
wouldnt heavy use of the storage table be terrible for the network load?
attached a modified version (based on 2.0.15) of the mod utilizing the ...
wouldnt heavy use of the storage table be terrible for the network load?
attached a modified version (based on 2.0.15) of the mod utilizing the ...
- Fri Dec 27, 2024 5:40 pm
- Forum: Modding interface requests
- Topic: make light_flicker work on "void" energy sources (e.g. in reactors)
- Replies: 0
- Views: 171
make light_flicker work on "void" energy sources (e.g. in reactors)
i guess it's a bug that light_flicker doesnt work on reactors with a void energy source?
demo:
https://mods.factorio.com/mod/RealisticReactorsReborn
2.0.14 has a displayer reactor with a void energy source
2.0.15 has a displayer reactor with a dummy fuel cell
btw: how do you adjust the pulsing speed?
demo:
https://mods.factorio.com/mod/RealisticReactorsReborn
2.0.14 has a displayer reactor with a void energy source
2.0.15 has a displayer reactor with a dummy fuel cell
btw: how do you adjust the pulsing speed?
- Tue Dec 24, 2024 12:04 am
- Forum: Modding interface requests
- Topic: Allow furnaces' recipe to be reset using .set_recipe(nil)
- Replies: 15
- Views: 2287
Re: Allow furnaces' recipe to be reset using .set_recipe(nil)
another issue is that the furnace is only willing to accept a different ingredient when it finished crafting the current product and not already when the input inventory is empty (which is slightly suboptimal for a reactor)
I also discovered an issue with inserters. they seem to be "linked" to an ...
I also discovered an issue with inserters. they seem to be "linked" to an ...
- Mon Dec 23, 2024 4:25 pm
- Forum: Modding interface requests
- Topic: Allow furnaces' recipe to be reset using .set_recipe(nil)
- Replies: 15
- Views: 2287
Re: Allow furnaces' recipe to be reset using .set_recipe(nil)
active = false; crafting_progress = 0 doesnt set the recipe to nil and doesn't allow inserters to insert a different fuel cell (the latter is critical)
it does consume the input resource though, which is an interesting quirk i didn't expect
it does consume the input resource though, which is an interesting quirk i didn't expect
- Mon Dec 23, 2024 4:18 pm
- Forum: Modding interface requests
- Topic: Allow furnaces' recipe to be reset using .set_recipe(nil)
- Replies: 15
- Views: 2287
Re: Allow furnaces' recipe to be reset using .set_recipe(nil)
whatever, it's fine. doesnt happen too often anyway so my workaround wont impact performance too much
can we at least have viewtopic.php?f=28&t=125010&p=655078#p655078 useful output_slots >1
can we at least have viewtopic.php?f=28&t=125010&p=655078#p655078 useful output_slots >1
- Mon Dec 23, 2024 4:16 pm
- Forum: Modding interface requests
- Topic: Allow furnaces' recipe to be reset using .set_recipe(nil)
- Replies: 15
- Views: 2287
Re: Allow furnaces' recipe to be reset using .set_recipe(nil)
because its not a furnace, its a nuclear reactor that just happens to use the furnace prototype to make it able to carry modules
- Mon Dec 23, 2024 2:11 pm
- Forum: Already exists
- Topic: Make prototype.output_slots >1 useful
- Replies: 1
- Views: 358
Make prototype.output_slots >1 useful
viewtopic.php?f=23&t=125005&p=655063
It may not be a bug, but can we do something about it so prototype.result_inventory_size = 2 or higher is actually good for anything?
It may not be a bug, but can we do something about it so prototype.result_inventory_size = 2 or higher is actually good for anything?
- Mon Dec 23, 2024 1:27 pm
- Forum: Not a bug
- Topic: [2.0.28] Furnace with 2 output slots only uses one
- Replies: 2
- Views: 407
Re: [2.0.28] Furnace with 2 output slots only uses one
yeah i already assumed it was a performance optimization for the backend.. hard to believe it makes an impact though
it would also be a small improvement for the base game in general if you could produce quality stuff without having the machine attached to an inserter
another approach would be ...
it would also be a small improvement for the base game in general if you could produce quality stuff without having the machine attached to an inserter
another approach would be ...
- Mon Dec 23, 2024 1:00 pm
- Forum: Not a bug
- Topic: [2.0.28] Furnace with 2 output slots only uses one
- Replies: 2
- Views: 407
[2.0.28] Furnace with 2 output slots only uses one
When a furnace spawns a different quality item or something from a different recipe, it stops working at 100%.
Even if you give the prototype 2 output slots, it just pretends like the second slot doesn't exist
Even if you give the prototype 2 output slots, it just pretends like the second slot doesn't exist
- Mon Dec 23, 2024 12:53 pm
- Forum: Modding interface requests
- Topic: Allow furnaces' recipe to be reset using .set_recipe(nil)
- Replies: 15
- Views: 2287
Re: Allow furnaces' recipe to be reset using .set_recipe(nil)
it has a few applications in RealisticReactors:
When the reactor was scrammed or fails starting, the fuel cell is lost and the the remaining fuel gets deleted (formerly done by setting currently_burning = nil in burner)
anyway. i made a workaround now.. though it's not pretty at all...
function ...
When the reactor was scrammed or fails starting, the fuel cell is lost and the the remaining fuel gets deleted (formerly done by setting currently_burning = nil in burner)
anyway. i made a workaround now.. though it's not pretty at all...
function ...
- Mon Dec 23, 2024 12:40 am
- Forum: Modding interface requests
- Topic: Allow furnaces' recipe to be reset using .set_recipe(nil)
- Replies: 15
- Views: 2287
Re: Allow furnaces' recipe to be reset using .set_recipe(nil)
so the only way to reset the recipe is destroying it and respawning it?
wanted to add modules to RealisticReactors
wanted to add modules to RealisticReactors
- Thu Dec 19, 2024 11:25 pm
- Forum: Modding help
- Topic: Item with quality in sprite-button LuaGuiElement
- Replies: 2
- Views: 249
Re: Item with quality in sprite-button LuaGuiElement
local function make_sprites(item)
for _, quality in pairs(data.raw.quality) do
if quality.icon or quality.icons and quality.icons[1] and (quality.icons[1].filename or quality.icons[1][1]) then
local spr = {
type="sprite",
name = item.name.."-"..quality.name,
priority = "extra-high",
layers ...
for _, quality in pairs(data.raw.quality) do
if quality.icon or quality.icons and quality.icons[1] and (quality.icons[1].filename or quality.icons[1][1]) then
local spr = {
type="sprite",
name = item.name.."-"..quality.name,
priority = "extra-high",
layers ...