Search found 8 matches

by dandrestor
Sun Sep 10, 2023 5:30 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 129127

Re: Friday Facts #375 - Quality

Also, in case anybody thinks the quality mechanic is not appropriate for an engineering game:

https://arstechnica.com/science/2022/01 ... -lifetime/
by dandrestor
Sun Sep 10, 2023 5:26 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 129127

Re: Friday Facts #375 - Quality

Overall, I love this! But I also hate the names! I expect you will make them moddable though, right? I'd name them something like Crude/Low (and you only realize the quality wasn't even good before you unlock quality modules and see it), Normal/Nominal, High/Great, Exceptional/Superior and Pristine...
by dandrestor
Wed Mar 21, 2018 8:27 am
Forum: Modding interface requests
Topic: Implement several new ghost-related events
Replies: 9
Views: 2845

Re: Implement several new ghost-related events

What about the events for connecting or disconnecting a neighbour? Would that be feasible?
by dandrestor
Tue Mar 20, 2018 9:50 pm
Forum: Modding interface requests
Topic: Implement several new ghost-related events
Replies: 9
Views: 2845

Re: Implement several new ghost-related events

Rseding91 wrote:It does know which ghosts are on what force - and that I can add to the API.
That could definitely help. Would that be faster than doing surface.find_entities_filtered{ghost_type="entity-ghost"}?
by dandrestor
Tue Mar 20, 2018 7:16 pm
Forum: Modding interface requests
Topic: Implement several new ghost-related events
Replies: 9
Views: 2845

Re: Implement several new ghost-related events

Curses! It felt a little too good to have been omitted for no reason. :) That's how the base game does it as well. Do you mean by iterating through the entities periodically? In that case, would you consider exposing a table of all the ghost entities? Ideally along with information which would readi...
by dandrestor
Tue Mar 20, 2018 5:15 pm
Forum: Modding interface requests
Topic: Implement several new ghost-related events
Replies: 9
Views: 2845

Implement several new ghost-related events

TL;DR Add several new events to the game to enable mods keeping an up-to-date list of ghost entities. What ? I suggest adding the following events to the game: 1. on_post_entity_created - an event triggered always after a new entity was created, irrespective of the way it has been created (by the p...
by dandrestor
Thu Feb 22, 2018 8:07 am
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 135
Views: 40874

Re: Roboports should output missing materials to circuit network

If anyone is interested in this behavior, I made a mod that adds a combinator that performs exactly this. (I am afraid I have no clue how to hack into the roboport) https://mods.factorio.com/mod/missing-circuit Beautiful! Exactly what I was looking for. +1 for including this behaviour in the vanill...
by dandrestor
Sat Feb 03, 2018 9:52 am
Forum: Ideas and Suggestions
Topic: [16.22] Train waits 30 seconds at blue chain signal
Replies: 1
Views: 842

[16.22] Train waits 30 seconds at blue chain signal

Setup: see screenshot below and attached save file. Screen Shot 2018-02-03 at 10.33.00.png When a train arrives at chain signal A, both lines B and C are occupied. When one of the trains at B or C leaves, the chain signal A turns blue. If the path that is freed up does not coincide with the calcula...

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