Search found 5107 matches

by Klonan
Wed Mar 06, 2024 9:10 am
Forum: Fixed for 2.0
Topic: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
Replies: 10
Views: 2041

Re: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output

In this household we respect the laws of thermodynamics. In this case, the law of conservation of energy. I wasn't going to make the logic too complicated, but the basic principle that applying 10MJ to 100 water should result in Steam with 10MJ of potential energy. So if Steam has 1/10 the heat capa...
by Klonan
Tue Mar 05, 2024 8:29 am
Forum: Modding help
Topic: Save file mod syncing does not take into account mod versions
Replies: 1
Views: 127

Re: Save file mod syncing does not take into account mod versions

Generally this is desired behavior, you want the latest versions If you want to sync the exact versions you can hold 'CONTROL' while clicking the 'sync mods with save' button and it will force it to try to download the exact versions Since both cases are supported, I will move this to modding help (...
by Klonan
Sat Mar 02, 2024 11:48 am
Forum: Modding interface requests
Topic: Add a none option to PathfinderFlags
Replies: 2
Views: 167

Re: Add a none option to PathfinderFlags

You probably want to try disabling the path cache and see if it helps
by Klonan
Sat Mar 02, 2024 9:18 am
Forum: Fixed for 2.0
Topic: [1.1.104] a player moving diagonally along a collision box won't contact perpendicular collision boxes
Replies: 2
Views: 198

Re: [1.1.104] a player moving diagonally along a collision box won't contact perpendicular collision boxes

Thanks for the report,

We have improved the character movement and the 'corner sliding logic' for 2.0,
So for now I will move this to resolved, if it is still frustrating and annoying in 2.0 then please make a new bug report (and link this one)
by Klonan
Fri Mar 01, 2024 12:54 pm
Forum: News
Topic: Friday Facts #400 - Chart search and Pins
Replies: 72
Views: 10553

Re: Friday Facts #400 - Chart search and Pins

Why are there 4 different instances of X entities missing the material for construction. ? Are they in different clusters on the map? Or is this one instance for every type? Or are the separated by the time they came up? Oh right I forgot to mention it, the alerts are grouped by position, so 20 dam...
by Klonan
Thu Dec 14, 2023 10:58 pm
Forum: Multiplayer
Topic: 2 player Wave Defense Factorio Scenario/mod
Replies: 3
Views: 763

Re: 2 player Wave Defense Factorio Scenario/mod

Me and my buddy whom used to game together all the time but have jobs+kids now are going to have a spot to play a game this upcoming holiday season. ​ We have already done the base game together. Is there a more PvE scenario TD game defense mod/scenario anyone would recommend? Thank you in advance!...
by Klonan
Sat Dec 02, 2023 9:30 am
Forum: Modding help
Topic: Question regarding LuaSurface::request_path
Replies: 2
Views: 300

Re: Question regarding LuaSurface::request_path

Question: Given that no parameters except for path_args.goal have changed, is there a guarantee that both path requests return the same path iff there are no gates between vehicle.position and path_args.goal? There is no guarantee in any part of the pathfinder, especially as it normally takes some ...
by Klonan
Tue Nov 28, 2023 4:59 pm
Forum: Implemented for 2.0
Topic: Custom scaling of alt-info icons
Replies: 8
Views: 2501

Re: Custom scaling of alt-info icons

I went through and cleaned it all up In 2.0, there will be a 'icon_draw_specification' for all entity prototypes, and it will control how the alt-mode icons are drawn, scale, shift, etc. It is all unified in this 1 place, so it will also be easy to add new features or requests in the future without ...
by Klonan
Mon Nov 27, 2023 8:37 am
Forum: Fixed for 2.0
Topic: [1.1.98] Tight Spot: Red/Green wire permanently lost when deconstructing
Replies: 3
Views: 498

Re: [1.1.98] Tight Spot: Red/Green wire permanently lost when deconstructing

In 2.0 the wires are free, so this is fixed as the other players pointed out
by Klonan
Thu Nov 23, 2023 8:00 pm
Forum: Implemented in 2.0
Topic: Options for Tree & Rock Generation
Replies: 22
Views: 4867

Re: Options for Tree & Rock Generation

We added rocks control in 2.0, so I guess this is complete
factorio-run_BDc35JtfzV.jpg
factorio-run_BDc35JtfzV.jpg (638.11 KiB) Viewed 955 times
by Klonan
Tue Nov 14, 2023 6:27 pm
Forum: Modding interface requests
Topic: Allow disabling spider vehicle autopilot path visualisation line width
Replies: 2
Views: 301

Re: Allow disabling spider vehicle autopilot path visualisation line width

There is no proper way to do it right now, as a workaround you can set the width to a very very small value (I tried 1 / 100000) and it won't be visible on the chart (A value of 0 makes the renderer call a specific drawLine function instead of the width one)
by Klonan
Sun Nov 05, 2023 10:43 am
Forum: Fixed for 2.0
Topic: [1.1.94] Filter frame has misalignment
Replies: 1
Views: 353

Re: [1.1.94] Filter frame has misalignment

Thanks for the report,

This is fixed in 2.0
by Klonan
Fri Nov 03, 2023 9:54 am
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 19809

Re: Comments on Deciders, possibly other entities

All combinators will have an optional description field in 2.0
https://factorio.com/blog/post/fff-382
by Klonan
Fri Nov 03, 2023 9:53 am
Forum: Implemented in 2.0
Topic: [1.1.91] Allow unselecting category in the ingame mod browser
Replies: 2
Views: 411

Re: [1.1.91] Allow unselecting category in the ingame mod browser

With refactorings and cleanups, we got this fixed in 2.0
by Klonan
Mon Oct 30, 2023 6:35 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 32502

Re: Friday Facts #382 - Logistic groups

why in Klonans example of a remote base has the passive supply chest have it's contents be multiplied by -2 in that network. Can someone explain what the purpose of doing that is vs just multiplying the signals by -1 and applying the constant combinator to that signal so if anything is below the am...
by Klonan
Sat Oct 21, 2023 7:15 pm
Forum: Mod portal Discussion
Topic: Increase 144x144 cap on mod portal thumbnails
Replies: 2
Views: 496

Re: Increase 144x144 cap on mod portal thumbnails

This appears to have been actioned, either since I posted the above or at some point in the last month, which was the previous time I uploaded a mod. I uploaded a mod yesterday and the mod portal uses the 288x288 thumbnail, and I can see that a couple of others uploaded on the same day also do the ...

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