
Search found 37 matches
- Wed Jan 29, 2025 1:12 am
- Forum: Implemented mod requests
- Topic: [2.0.30] No quality get_* function for pumping_speed in entity prototypes
- Replies: 2
- Views: 327
Re: [2.0.30] No quality get_* function for pumping_speed in entity prototypes
Yep, saw that today. Now I just need the get_flow replacement 

- Fri Jan 17, 2025 3:27 am
- Forum: Pending
- Topic: [2.0.30] Crash RecipeTree::canCraftNumberOfTimes
- Replies: 2
- Views: 294
Re: [2.0.30] Crash RecipeTree::canCraftNumberOfTimes
Both times I did have the crafting menu open and was mousing over things. I'll try more to see if I can figure out what else is needed to cause it./
- Wed Jan 15, 2025 4:01 am
- Forum: Pending
- Topic: [2.0.30] Crash RecipeTree::canCraftNumberOfTimes
- Replies: 2
- Views: 294
[2.0.30] Crash RecipeTree::canCraftNumberOfTimes
This crash has happened to me twice tonight with the same looking stack trace. Attaching both logs.
- Sun Jan 12, 2025 9:29 pm
- Forum: Modding interface requests
- Topic: [2.0.30] No replacement for deleted get_flow() function
- Replies: 0
- Views: 174
[2.0.30] No replacement for deleted get_flow() function
I'm the author of https://mods.factorio.com/mod/UtilizationMonitorBlargh - a mod that puts percentage used on all items that it can.
Prior to 2.0, I could do this reasonably accurately for pumps and heat exchangers by using the get_flow() function to get how much they were moving through, and use ...
Prior to 2.0, I could do this reasonably accurately for pumps and heat exchangers by using the get_flow() function to get how much they were moving through, and use ...
- Sun Jan 12, 2025 9:26 pm
- Forum: Implemented mod requests
- Topic: [2.0.30] No quality get_* function for pumping_speed in entity prototypes
- Replies: 2
- Views: 327
[2.0.30] No quality get_* function for pumping_speed in entity prototypes
This has existed since 2.0 I believe.
LuaEntityPrototype includes a pumping_speed value, however pumps have different values based on quality which doesn't appear to be obtainable through the API.
LuaEntityPrototype includes a pumping_speed value, however pumps have different values based on quality which doesn't appear to be obtainable through the API.
- Thu Oct 24, 2024 5:31 pm
- Forum: Gameplay Help
- Topic: How to have trains skip stops now?
- Replies: 7
- Views: 1385
Re: How to have trains skip stops now?
Naming them all the same isn't great - I like having them "Coal Receiver - Iron Processing Outpost", "Coal Receiver - Copper Processing Output", things like that.
- Thu Oct 24, 2024 3:55 am
- Forum: Gameplay Help
- Topic: How to have trains skip stops now?
- Replies: 7
- Views: 1385
Re: How to have trains skip stops now?
Ooof, that's going to get cumbersome when I start adding more stops, but yes, key thing is to avoid trying to go backwards in the loop, and to always hit A every time around the loop.
- Thu Oct 24, 2024 2:43 am
- Forum: Gameplay Help
- Topic: How to have trains skip stops now?
- Replies: 7
- Views: 1385
How to have trains skip stops now?
Scenario: I'm feeding coal from 1 mine to 5 outposts. They're outposts, and rail is expensive, so it's a giant rail loop.
A->B->C->D->E->A
The mine is at A. I want the train to keep going, and hit B, C, D, and E, in order, if they need coal, as indicated by a condition. i.e. if only B and D signal ...
A->B->C->D->E->A
The mine is at A. I want the train to keep going, and hit B, C, D, and E, in order, if they need coal, as indicated by a condition. i.e. if only B and D signal ...
- Mon Oct 21, 2024 11:04 pm
- Forum: Modding help
- Topic: [2.0] Replacement for get_flow() ?
- Replies: 0
- Views: 234
[2.0] Replacement for get_flow() ?
I'm updating UtilizationMonitorBlargh https://mods.factorio.com/mod/UtilizationMonitorBlargh - it puts a percentage utilized on the corner of every building. One of the functions it used a lot for those calculations in 1.1 was get_flow, to determine pump rates, heat exchangers, basically anything ...
- Wed Feb 07, 2024 2:09 am
- Forum: Not a bug
- Topic: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events
- Replies: 7
- Views: 1271
Re: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events
Yes... and from the API documentation on the on_entity_destroyed event:
Depending on when a given entity is destroyed, this event will be fired at the end of the current tick or at the end of the next tick.
Unfortunately, this makes it useless for my use, as I can still have cases where I haven ...
Depending on when a given entity is destroyed, this event will be fired at the end of the current tick or at the end of the next tick.
Unfortunately, this makes it useless for my use, as I can still have cases where I haven ...
- Mon Feb 05, 2024 10:21 pm
- Forum: Not a bug
- Topic: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events
- Replies: 7
- Views: 1271
[1.1.101] Map editor right-click entity deconstruction doesn't trigger events
Note: This is not a repeat of https://forums.factorio.com/viewtopic.php?p=452117#p452117 - that deals with the deconstruction planner. This is the same type of issue, but in a different mechanism.
I have a mod that numerically tracks the utilization of most entities that produce things ...
I have a mod that numerically tracks the utilization of most entities that produce things ...
- Mon Feb 05, 2024 12:10 am
- Forum: Minor issues
- Topic: [1.1.101] get_flow() on offshore pumps always returns 0 if immediately connected to a pump
- Replies: 1
- Views: 745
[1.1.101] get_flow() on offshore pumps always returns 0 if immediately connected to a pump
Offshore pumps that connect to pipes or tanks report their pumping values via entity.fluidbox.get_flow(1) correctly.
However, offshore pumps that are directly connected to pumps always return 0 for entity.fluidbox.get_flow(1), regardless of their actual flow rate.
This bug has been around a long ...
However, offshore pumps that are directly connected to pumps always return 0 for entity.fluidbox.get_flow(1), regardless of their actual flow rate.
This bug has been around a long ...
- Mon Feb 22, 2021 5:27 pm
- Forum: Ideas and Suggestions
- Topic: Three Personal Logistics improvements - save/restore, move, and highlighting
- Replies: 4
- Views: 3302
Re: Three Personal Logistics improvements - save/restore, move, and highlighting
Heh, and after getting some coffee and coming back to this, my next idea for search terms, "logistics highlight", came up with a few matches on that idea. So, sorry again for the dupe.
- Mon Feb 22, 2021 4:17 pm
- Forum: Ideas and Suggestions
- Topic: Three Personal Logistics improvements - save/restore, move, and highlighting
- Replies: 4
- Views: 3302
Re: Three Personal Logistics improvements - save/restore, move, and highlighting
Heh, I did give it a try, just didn't hit the right things apparently:
Keywords: Logistics save - gets a thread "Persistent toolbar and logistics settings" which is to save out to an .ini, which isn't what this is about. It gets another thread "Save (import/export) 'preference' info between saves ...
Keywords: Logistics save - gets a thread "Persistent toolbar and logistics settings" which is to save out to an .ini, which isn't what this is about. It gets another thread "Save (import/export) 'preference' info between saves ...
- Sun Feb 21, 2021 5:41 pm
- Forum: Ideas and Suggestions
- Topic: Three Personal Logistics improvements - save/restore, move, and highlighting
- Replies: 4
- Views: 3302
Three Personal Logistics improvements - save/restore, move, and highlighting
TL;DR
In the late game (and especially in heavily modded games), the personal logistics pane can get quite extensive. When dealing with large logistics request setups, three ideas come to mind to improve the functionality: save and restore, being able to move requests, and blinking ala the ...
In the late game (and especially in heavily modded games), the personal logistics pane can get quite extensive. When dealing with large logistics request setups, three ideas come to mind to improve the functionality: save and restore, being able to move requests, and blinking ala the ...
- Tue Jan 19, 2021 9:30 pm
- Forum: Modding discussion
- Topic: [1.1.6] High UPS drop with forest fires
- Replies: 13
- Views: 4187
Re: [1.1.6] High UPS drop with forest fires
I'll give it a look. Our main point of deploying the water turrets was to try and deal with the overwhelming forest fires, so our solution will PROBABLY be "Okay Blargh2015, you made your point, turn the tree density back down." :)
this is what i was recommending my Wildfire Season mod for ...
- Tue Jan 19, 2021 8:27 pm
- Forum: Modding discussion
- Topic: [1.1.6] High UPS drop with forest fires
- Replies: 13
- Views: 4187
Re: [1.1.6] High UPS drop with forest fires
β¦ increased the tree density to its absolute maximum. β¦
You could edit settings.lua (lines 178--185):
{ -- Set radius in which fires are extinguished around a fire dummy
type = "double-setting",
name = "WT-fire-extinguish-radius",
setting_type = "runtime-global",
allowed_values = {1, 1 ...
- Tue Jan 19, 2021 5:21 pm
- Forum: Modding discussion
- Topic: [1.1.6] High UPS drop with forest fires
- Replies: 13
- Views: 4187
Re: [1.1.6] High UPS drop with forest fires
what if you change the tree force to enemy (once it's on fire)?
I think that would cause every turret type to target them? So flamethrower turrrets ("YOU'RE NOT HELPING!!!"), snipers, artillery, etc...
The idea of flamethrower turrets attacking forest fires is unreasonably hilarious to me for ...
- Tue Jan 19, 2021 5:16 pm
- Forum: Modding discussion
- Topic: [1.1.6] High UPS drop with forest fires
- Replies: 13
- Views: 4187
Re: [1.1.6] High UPS drop with forest fires
Oh, geez! I thought I'd improved performance somewhat, and I've honestly no idea what more I could do. But it's true, whenever a fire is created it will spawn a dummy (which will be removed again together with the fire). Currently, I use combat bots (if I remember correctly, they are made inactive ...
- Tue Jan 19, 2021 3:44 pm
- Forum: Modding discussion
- Topic: [1.1.6] High UPS drop with forest fires
- Replies: 13
- Views: 4187
Re: [1.1.6] High UPS drop with forest fires
After binary-tree-searching through our mods, it turned out Water Turret was the culprit here, which I suppose makes sense. Just weird it didn't show as the culprit on the detailed time listing.