Search found 68 matches

by coderpatsy
Mon Jan 01, 2024 6:17 pm
Forum: News
Topic: Friday Facts #391 - 2023 recap
Replies: 60
Views: 10931

Re: Friday Facts #391 - 2023 recap

stengineer wrote: ↑
Sun Dec 31, 2023 7:35 pm
So any hope for mods on the switch version ??
In the original announcement of the switch version it explicitly said no mod support. Besides all the issues dustyvilla raised, the switch hardware is not very powerful and would not be able to handle many big mods well.
by coderpatsy
Mon Dec 19, 2022 3:18 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 60064

Re: Personal robots prioritizing nearest first

If you're good with mods, there was once a mod that tried to bluff this behavior by dynamically changing the build radius of the personal roboports. I don't remember what it was called, though, and it does add some runtime overhead. Closest First , Closest First for 1.1 , or Closest First With Hot ...
by coderpatsy
Sun Nov 13, 2022 3:54 am
Forum: Mod portal Discussion
Topic: 'Scroll to top' rocket broken on mod portal (CORS)
Replies: 5
Views: 1009

'Scroll to top' rocket broken on mod portal (CORS)

The rocket that you click to scroll to the top of the page is broken on mods.factorio.com. It looks to be a CORS error trying to load the script from factorio.com: Access to script at 'https://factorio.com/static/js/factorio.js?v=c6398351' from origin 'https://mods.factorio.com' has been blocked by ...
by coderpatsy
Sun Apr 24, 2022 3:16 am
Forum: Modding help
Topic: Equation to convert value
Replies: 10
Views: 2037

Re: Equation to convert value

60 updates per second * 60 seconds per minute * 60 minutes per hour * 168 hours = 36288000
by coderpatsy
Tue Apr 19, 2022 3:05 pm
Forum: Modding help
Topic: Heavy forest maps are 'killing' enemy camps [mod-fix]
Replies: 5
Views: 1361

Re: Heavy forest maps are 'killing' enemy camps [mod-fix]

There is this mod for v0.18 that you could probably update: https://mods.factorio.com/mod/PrioritizeEnemies
by coderpatsy
Fri Jan 21, 2022 4:28 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 68
Views: 20010

Re: New API Docs website

curiosity wrote: ↑
Fri Jan 21, 2022 3:07 pm
Good to know. Would have been good for this if it also didn't download the link.
Ah, it doesn't download if you click and drag. Just a click does the download.
by coderpatsy
Sat Jan 15, 2022 7:40 am
Forum: Modding discussion
Topic: New API Docs website
Replies: 68
Views: 20010

Re: New API Docs website

Nothing prevents having both. I was having a problem with it, often you want to copy-paste exact names of variables and events, and when it was a link it would keep jumping the page around instead of letting me select it and copy I find browser extensions like Copy Link or Copy Link Text to be inva...
by coderpatsy
Mon May 10, 2021 4:36 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83142

Re: Small documentation improvement requests

Klonan tried fixing it but because it affects older saves it was shelved: viewtopic.php?p=540284#p540284

-> Thanks for the context!
by coderpatsy
Tue May 04, 2021 4:33 pm
Forum: Ideas and Suggestions
Topic: Add support for AVIF
Replies: 12
Views: 2805

Re: Add support for AVIF

ssilk wrote: ↑
Tue May 04, 2021 6:36 am
Then it seems to be a non-loseless kind of compression which is bad , because in Factorio every pixel counts.
As mentioned in the OP, AVIF does have a lossless mode. I've no clue about unpacking time/memory so your other points probably still stand though.
by coderpatsy
Thu Apr 15, 2021 3:01 am
Forum: Not a bug
Topic: [1.1.32] Error: "Reached id limit for tile." after update
Replies: 9
Views: 3333

Re: [1.1.32] Error: "Reached id limit for tile." after update

Can't the tile types be increased at all? It seems to be a pretty low concrete ceiling for the modding capabilities of the game. As Rseding has said... It's not going to happen. It would be a memory and performance hit for *every single base game player regardless of them using mods* - that's not g...
by coderpatsy
Tue Mar 30, 2021 7:09 pm
Forum: Ideas and Suggestions
Topic: Automatically equip best armor
Replies: 14
Views: 2947

Re: Automatically equip best armor

Define "better/best" armor, especially for players who carry multiple armors with different module loadouts for different purposes. Or I could imagine the frustration if you craft a higher tier power armor while your existing armor's bots are working.
by coderpatsy
Wed Mar 10, 2021 5:53 am
Forum: Ideas and Suggestions
Topic: Train horn - warn the user about bumping
Replies: 14
Views: 3544

Re: Train horn - warn the user about bumping

Another mod that teleports players out of the way before they get splattered: https://mods.factorio.com/mod/splatter_guard
by coderpatsy
Fri Dec 18, 2020 9:10 pm
Forum: Mod portal Discussion
Topic: Mods must have a banner-picture
Replies: 53
Views: 13248

Re: Mods must have a banner-picture

eradicator wrote: ↑
Fri Dec 18, 2020 6:58 pm
coderpatsy wrote: ↑
Fri Dec 18, 2020 5:51 pm
You can get it down to 96 bytes.
Interesting, what tool did you use? I tried pngout, optipng and pngquant and the best i can get is 110.
FileOptimizer.
by coderpatsy
Fri Dec 18, 2020 5:51 pm
Forum: Mod portal Discussion
Topic: Mods must have a banner-picture
Replies: 53
Views: 13248

Re: Mods must have a banner-picture

eradicator wrote: ↑
Fri Dec 18, 2020 3:13 pm
Here's my new default picture in case this ever happens
Now that won't do. That's not even filesize optimized. You can get it down to 96 bytes.
by coderpatsy
Mon Aug 10, 2020 4:40 pm
Forum: Not a bug
Topic: Damaged items block inserters from inserting undamaged items into Assemblers
Replies: 6
Views: 2286

Re: Damaged items block inserters from inserting undamaged items into Assemblers

There is no way for a damaged item to end up in a crafting machine without manual action somewhere (at least in vanilla). Repair the entities before you order their deconstruction, before you stick them on your bus or directly in the crafting machine, whatever it takes. Yes it is annoying, maybe it ...
by coderpatsy
Fri Jun 05, 2020 2:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.27] Low contrast for circuit signal icons
Replies: 13
Views: 4884

Re: [0.18.27] Low contrast for circuit signal icons

ickputzdirwech wrote: ↑
Fri Jun 05, 2020 6:17 am
Maybe just write:

Each/Any/All
I would rather they avoid baking a specific localization into the icons. Not everyone plays on English.
by coderpatsy
Mon Apr 13, 2020 6:42 pm
Forum: Implemented mod requests
Topic: update api: create_blueprint() add boolean for 'Include Station name'
Replies: 2
Views: 1538

Re: update api: create_blueprint() add boolean for 'Include Station name'

Good news, v0.18.18 reportedly has this.
v0.18.18 wrote: ↑ Added "include_entities", "include_trains", "include_station_names", and "include_modules" fields to LuaItemStack::create_blueprint.
by coderpatsy
Mon Feb 24, 2020 5:28 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 57
Views: 23468

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

I re-read the FF#335, and have a follow up question from the General cleanup section, " ... switching the loaders to stack inserters ...". Could someone a developer please elaborate scope of change, and what the change will be to loaders. Hiladdar As said on reddit , they are only changin...
by coderpatsy
Sat Feb 22, 2020 3:02 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 57
Views: 23468

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

Colored concrete would be great, though I'd say it's oversaturated. Everytime people want to color something, they give near 100% saturation. Damn it... Pure colors look synthetic. Also lightness of concrete is very different, I'm not sure whether it is good or not. This is kinda not consistent. It...
by coderpatsy
Wed Feb 19, 2020 4:14 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1379267

Re: Development and Discussion

One change that I can't find a 0.18 changelog entry for (for angel, bob, or anyone else) is splitting barrels into barrels, canisters, and bottles. Going by the Angel's Refining changelog , it was added the first v0.18 update (mod version 0.11.0): - If bobs mods are activated, integrate gas bottles...

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