Search found 3222 matches

by Klonan
Mon Nov 12, 2018 2:00 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 17
Views: 1520

Re: The Problem With Pickaxes - Digging Out Factorio's Core

I have requested a way to automatically upgrade things in your factory a long time ago. For eg. you tell your robots to take red belt from you factory if you are at your logistics limit and replace one yellow belt with it automatically (if you tell it to do so). This would apply to all things, asse...
by Klonan
Fri Nov 09, 2018 1:04 pm
Forum: Resolved for 0.17
Topic: [0.16.51] Style.width/height is incorret.
Replies: 5
Views: 107

Re: [0.16.51] Style.width/height is incorret.

It does some internal hidden scaling, which is removed for 0.17.

Until then, you can disable the auto scaling by setting:
https://lua-api.factorio.com/latest/Lua ... .scaleable
to false
by Klonan
Fri Nov 09, 2018 12:15 pm
Forum: Won't implement
Topic: Access to current real time
Replies: 2
Views: 35

Re: Access to current real time

Tarrke wrote:
Fri Nov 09, 2018 12:14 pm
Is it possible to make this function accessible through the Factorio API.
Nope, sorry, it isn't deterministic, so would cause desyncs if used
by Klonan
Fri Nov 09, 2018 11:22 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 320
Views: 102428

Re: [MOD 0.16] Upgrade planner

Siberius1er wrote:
Fri Nov 09, 2018 12:09 am
it's possible to create an option for upgrade all blueprint in a book ?
It should work by just dropping the whole book into the blueprint upgrade slot
by Klonan
Fri Nov 09, 2018 11:00 am
Forum: Pending
Topic: [0.16.51] Programmable Speaker Bass has some wrong notes
Replies: 2
Views: 90

Re: [0.16.51] Programmable Speaker Bass has some wrong notes

It seems correct, see attachment: 2018-11-09_11-53-55.mp4 If any of the notes were incorrect, even by a semi-tone, its quite noticeable: 2018-11-09_11-59-16.mp4 Furthermore, the programmable speaker has been out for 2 major versions now, and nobody else has reported any such problem, There are even ...
by Klonan
Thu Nov 08, 2018 2:36 pm
Forum: Modding help
Topic: [Solved] Accessing logistic network
Replies: 2
Views: 45

Re: Accessing logistic network

Or, how to get a list of existing networks so I can iterate through them and check if the player's in it?
This is the one you want:

https://lua-api.factorio.com/latest/Lua ... c_networks
by Klonan
Wed Nov 07, 2018 10:31 am
Forum: Bug Reports
Topic: [0.16.51] Factorio fulscreen windows doesn't upsize when moving between displays with different resolution
Replies: 2
Views: 91

Re: [0.16.51] Factorio fulscreen windows doesn't upsize when moving between displays with different resolution

I thought it might be fixed with 0.17 changes, but I can reproduce the issue exactly as you describe
by Klonan
Wed Nov 07, 2018 10:11 am
Forum: Resolved for 0.17
Topic: Passing 0 precision to find_non_colliding_position() gives infinite loop
Replies: 1
Views: 107

Re: Passing 0 precision to find_non_colliding_position() gives infinite loop

In 0.17, it will enforce a minimum value of 0.01, so it shouldn't get stuck (though it might take some time...).
by Klonan
Thu Nov 01, 2018 8:25 am
Forum: Modding help
Topic: Trigger UI redrawing?!
Replies: 3
Views: 403

Re: Trigger UI redrawing?!

I believe, if you add a `player.show_message_dialog()` function between each addition of the GUI, you will be able to see it being built 1 piece at a time
by Klonan
Mon Oct 29, 2018 8:39 am
Forum: Won't implement
Topic: prototype for starting inventory
Replies: 7
Views: 271

Re: prototype for starting inventory

Put it another way: why is the starting equipment tied to a stone furnace and burner drill in the core game when they aren't even defined until the base mod? Sounds screwy. The scenario is included with base mod, not core. I will add some remote.calls you can make to adjust the inventories given to...
by Klonan
Mon Oct 29, 2018 8:32 am
Forum: Modding help
Topic: Modifying rocket silo stats (items launched "count")
Replies: 4
Views: 156

Re: Modifying rocket silo stats (items launched "count")

You will need to tell the silo script to update after you change the tracked items, there is a remote.call for it sry i don't thin i follow. are you saying that the count is within the tracked items list? i don't see any update call for rocket-silo script there, unless it was added after 16.30 (tha...
by Klonan
Sun Oct 28, 2018 8:33 am
Forum: Modding help
Topic: Modifying rocket silo stats (items launched "count")
Replies: 4
Views: 156

Re: Modifying rocket silo stats (items launched "count")

You will need to tell the silo script to update after you change the tracked items, there is a remote.call for it
by Klonan
Sun Oct 28, 2018 8:19 am
Forum: Resolved for 0.17
Topic: remote.call("silo_script", "add_tracked_item"... DUPLICATE ENTRIES
Replies: 3
Views: 191

Re: remote.call("silo_script", "add_tracked_item"... DUPLICATE ENTRIES

I could fix it, but really the mods shouldn't be adding things multiple times. You can check if you item is already in the tracked list, and if it is, then don't add it to the list If I were to fix it, I would change it to a map of ["entity-name"] = true, However these mods are still doing something...
by Klonan
Fri Oct 26, 2018 3:11 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 444
Views: 20672

Friday Facts #266 - Cleanup of mechanics

https://www.factorio.com/blog/post/fff-266 Another thing that might help is to have a clear list of what is and is not still moddable, and perhaps a justification (whether it's accepted or not) for removing what you did from the engine. Then people wouldn't need to speculate and extrapolate. I don't...
by Klonan
Mon Oct 22, 2018 7:06 am
Forum: General discussion
Topic: Buy direct, GoG, or Steam?
Replies: 4
Views: 424

Re: Buy direct, GoG, or Steam?

Liralen wrote:
Mon Oct 22, 2018 6:55 am
Is this also an issue with buying direct from Factorio?
Nope, you will also be able to redeem a free Steam key from us.

The membership on the website has all the same privilages as buying from anywhere else,
So playing MP, hosting servers, downloading mods etc. is all fine
by Klonan
Sun Oct 21, 2018 1:17 pm
Forum: Balancing
Topic: Reduce item spacing on transport lines to fit 8 items/tile
Replies: 19
Views: 663

Re: Reduce item spacing on transport lines to fit 8 items/tile

Couldn't that be countered by additionally increasing blue belts speed to 2*red? [Short of adding a fourth tier to cover both 3-tick and 2-tick...] Sure that's a quite significant bandwidth boost (+50% compared to current), but having a ratio of 4 yellow = 2 red = 1 blue is something many people ha...

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