Also, in case anybody thinks the quality mechanic is not appropriate for an engineering game:
https://arstechnica.com/science/2022/01 ... -lifetime/
Search found 8 matches
- Sun Sep 10, 2023 5:30 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 268706
- Sun Sep 10, 2023 5:26 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 268706
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 ...
- Wed Mar 21, 2018 8:27 am
- Forum: Modding interface requests
- Topic: Implement several new ghost-related events
- Replies: 9
- Views: 3496
Re: Implement several new ghost-related events
What about the events for connecting or disconnecting a neighbour? Would that be feasible?
- Tue Mar 20, 2018 9:50 pm
- Forum: Modding interface requests
- Topic: Implement several new ghost-related events
- Replies: 9
- Views: 3496
Re: Implement several new ghost-related events
That could definitely help. Would that be faster than doing surface.find_entities_filtered{ghost_type="entity-ghost"}?Rseding91 wrote:It does know which ghosts are on what force - and that I can add to the API.
- Tue Mar 20, 2018 7:16 pm
- Forum: Modding interface requests
- Topic: Implement several new ghost-related events
- Replies: 9
- Views: 3496
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 ...
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 ...
- Tue Mar 20, 2018 5:15 pm
- Forum: Modding interface requests
- Topic: Implement several new ghost-related events
- Replies: 9
- Views: 3496
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 ...
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 ...
- 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: 163
- Views: 63088
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 ...
https://mods.factorio.com/mod/missing-circuit
Beautiful! Exactly what I was looking for.
+1 for including this behaviour in the ...
- 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: 1068
[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 ...
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 ...