Search found 25 matches
- Sun Aug 18, 2019 7:17 am
- Forum: Not a bug
- Topic: [0.17.66] bug in the fluid flow?
- Replies: 2
- Views: 1109
Re: [0.17.66] bug in the fluid flow?
...but it's really easy to fix...you can even copy pasta CppSim for inspiration
- Sun Aug 18, 2019 5:18 am
- Forum: Not a bug
- Topic: [0.17.66] bug in the fluid flow?
- Replies: 2
- Views: 1109
[0.17.66] bug in the fluid flow?
Came across a really strange behavior that brought a whole refinery to a halt...production-output-wise.
Apparently, factorio doesn't have a graceful way of handling parallel pipes, or when pipes might form loops.
Anyways, I've boiled it down to the attached scenario
once you start it, you'll need ...
Apparently, factorio doesn't have a graceful way of handling parallel pipes, or when pipes might form loops.
Anyways, I've boiled it down to the attached scenario
once you start it, you'll need ...
- Sun Aug 18, 2019 12:21 am
- Forum: Modding help
- Topic: ChooseSignalOrNumberButton
- Replies: 3
- Views: 1714
Re: ChooseSignalOrNumberButton
crickets?...?
- Sat Apr 20, 2019 2:48 am
- Forum: Modding interface requests
- Topic: LuaGuiElement(text-box)::selection
- Replies: 2
- Views: 1305
Re: LuaGuiElement(text-box)::selection
This would be nice, can certainly allow for text field validation:
i.e. as a player is typing, filter out all non-numeric characters
+1
i.e. as a player is typing, filter out all non-numeric characters
+1
- Wed Apr 10, 2019 11:40 pm
- Forum: Modding interface requests
- Topic: Exposing the chose signal or number button to modding
- Replies: 1
- Views: 1026
Exposing the chose signal or number button to modding
That button in the combinator gui that lets you select a signal including the special {Each, Everything, Anything} or enter a number.
How can I add it to a mod?
I guess 69151 should have been posted here instead.
How can I add it to a mod?
I guess 69151 should have been posted here instead.
- Mon Apr 08, 2019 7:07 pm
- Forum: Modding help
- Topic: ChooseSignalOrNumberButton
- Replies: 3
- Views: 1714
Re: ChooseSignalOrNumberButton
End results I'm looking for is to have a new level of combinator that would make circuit networks significantly less stressful.
I've got a simple gui mockup below, but getting control logic to run on_tick and perform well with large games is proving to be a challenge.
This would be a very good ...
I've got a simple gui mockup below, but getting control logic to run on_tick and perform well with large games is proving to be a challenge.
This would be a very good ...
- Sun Apr 07, 2019 7:21 am
- Forum: Implemented mod requests
- Topic: Draggable GUIs
- Replies: 8
- Views: 3547
- Sun Apr 07, 2019 6:57 am
- Forum: Modding help
- Topic: ChooseSignalOrNumberButton
- Replies: 3
- Views: 1714
ChooseSignalOrNumberButton
How can I instance a signal or number button like you see in a combinator entity gui, and control the appearance of {Each, Anything, Everything}?
- Sat Apr 06, 2019 8:31 pm
- Forum: Modding help
- Topic: making entity-preview work
- Replies: 9
- Views: 2488
Re: making entity-preview work
Thanks, updating the styles seems to do it.
Side-note: calling clear on a gui root element will delete all modded guis attached to that root element. Please don't do that.
How would you recommend I do it? Also, is there an automated way to have the gui close when a player hits [Esc] or selects ...
Side-note: calling clear on a gui root element will delete all modded guis attached to that root element. Please don't do that.
How would you recommend I do it? Also, is there an automated way to have the gui close when a player hits [Esc] or selects ...
- Sat Apr 06, 2019 6:45 pm
- Forum: Modding help
- Topic: making entity-preview work
- Replies: 9
- Views: 2488
making entity-preview work
I'm trying to recreate the combinator gui, and in the process, I can't get the entity-preview element to work... at all
Simple test code below, guiImgEnt is the entity-preview element, and it doesn't do diddly.
What am I screwing up? HELP!
function MakeGUI(player, entity)
player.gui.center ...
Simple test code below, guiImgEnt is the entity-preview element, and it doesn't do diddly.
What am I screwing up? HELP!
function MakeGUI(player, entity)
player.gui.center ...
- Wed Apr 03, 2019 7:02 pm
- Forum: Technical Help
- Topic: ingame console
- Replies: 0
- Views: 692
ingame console
Since there's no way to scroll the ingame console, is there a way to save all ingame console text to a file?
I couldn't find anything in the wiki or in the forums.
I couldn't find anything in the wiki or in the forums.
- Tue Apr 02, 2019 8:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] Crash on console command
- Replies: 1
- Views: 2160
[0.17.23] Crash on console command
This crash happened while in the scenario editor, playing around with entity properties.
Command that crashed it was:
/c game.print(game)
Yes, I know that it will normally display an error
Log below:
0.007 2019-04-02 13:05:25; Factorio 0.17.23 (build 44171, win64, alpha)
0.007 Operating ...
Command that crashed it was:
/c game.print(game)
Yes, I know that it will normally display an error
Log below:
0.007 2019-04-02 13:05:25; Factorio 0.17.23 (build 44171, win64, alpha)
0.007 Operating ...
- Tue Mar 12, 2019 8:29 pm
- Forum: General discussion
- Topic: Stop making me download 1GB of assets
- Replies: 16
- Views: 6562
Re: Stop making me download 1GB of assets
Auto updater seems to be working since 0.17.10
Close thread?
Close thread?
- Thu Mar 07, 2019 7:35 pm
- Forum: Implemented in 2.0
- Topic: Comments on Deciders, possibly other entities
- Replies: 64
- Views: 25035
[QoL improvement] ability to document creations
boy, wouldn't it be nice to be able to have a comment text field ingame for placed items?
Think of it like the Factorio version of code comments or Doxygen.
Doesn't this just make it so much easier to revisit and modify old blueprints?
Think of it like the Factorio version of code comments or Doxygen.
Doesn't this just make it so much easier to revisit and modify old blueprints?
- Sat Mar 02, 2019 6:29 am
- Forum: Resolved Problems and Bugs
- Topic: [Posila] [0.16.41] Melting CPU while in Mainmenu (constant 55%)
- Replies: 25
- Views: 13679
Re: [Posila] [0.16.41] Melting CPU while in Mainmenu (constant 55%)
@Posila
No longer a problem as of 0.17.*
When paused or minimized, it now hums at barely 3% of a single core.
Actually the whole game is now much less CPU intensive than before, and not too many noticeable bugs.
Whatever you did, keep up the good work![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
No longer a problem as of 0.17.*
When paused or minimized, it now hums at barely 3% of a single core.
Actually the whole game is now much less CPU intensive than before, and not too many noticeable bugs.
Whatever you did, keep up the good work
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Sat Mar 02, 2019 4:37 am
- Forum: General discussion
- Topic: Stop making me download 1GB of assets
- Replies: 16
- Views: 6562
Re: Stop making me download 1GB of assets
@Koub
Is there an ETA for when the incremental updater will be fixed in the new 0.17.* release?
Is there an ETA for when the incremental updater will be fixed in the new 0.17.* release?
- Mon Jan 14, 2019 6:53 am
- Forum: Ideas and Suggestions
- Topic: Custom constant value output for combinators
- Replies: 9
- Views: 4291
Re: Custom constant value output for combinators
Yeah, plus, with fewer delays, the z^-1 analysis becomes slightly more bearable to achieve a stable feedback control system
- Mon Jan 07, 2019 7:40 pm
- Forum: Modding help
- Topic: OnTick questions
- Replies: 1
- Views: 1022
OnTick questions
One of the big notes I've taken away from the mod documentation is to minimize the amount of processing workload in any OnTick event handlers.
...but there are still things that need to be done on a tick, and fast.
So I guess a few questions are necessary to help better understand the tradeoffs ...
...but there are still things that need to be done on a tick, and fast.
So I guess a few questions are necessary to help better understand the tradeoffs ...
- Mon Jul 23, 2018 11:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Posila] [0.16.41] Melting CPU while in Mainmenu (constant 55%)
- Replies: 25
- Views: 13679
Re: [Posila] [0.16.41] Melting CPU while in Mainmenu (constant 55%)
@Koub Apologies, it was just a practical explanation as to why spin counters are overkill.
To stay on topic, even 0.16.51 continues to melt the cpu while the game is paused or in main menu.
from @posila, i got the impression that this bug was going to be fixed at some point, just unsure if it's ...
To stay on topic, even 0.16.51 continues to melt the cpu while the game is paused or in main menu.
from @posila, i got the impression that this bug was going to be fixed at some point, just unsure if it's ...
- Mon Jul 23, 2018 11:45 pm
- Forum: Modding help
- Topic: How to make a custom arithmetic/decider combinator?
- Replies: 4
- Views: 2712
Re: How to make a custom arithmetic/decider combinator?
So is there any way to override the built-in UI for a custom arithmetic combinator?
I see https://lua-api.factorio.com/latest/events.html#on_mod_item_opened, but when setting "can_be_mod_opened=1" in either the entity or item definition to data.raw, nothing seems to happen later on
I can't use a ...
I see https://lua-api.factorio.com/latest/events.html#on_mod_item_opened, but when setting "can_be_mod_opened=1" in either the entity or item definition to data.raw, nothing seems to happen later on
I can't use a ...