Search found 37 matches

by blargh2015
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./
by blargh2015
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.
by blargh2015
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 ...
by blargh2015
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.
by blargh2015
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.
by blargh2015
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.
by blargh2015
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 ...
by blargh2015
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 ...
by blargh2015
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 ...
by blargh2015
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 ...
by blargh2015
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 ...
by blargh2015
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.
by blargh2015
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 ...
by blargh2015
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 ...
by blargh2015
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 ...
by blargh2015
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



… increased the tree density to its absolute maximum. …

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 ...
by blargh2015
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 ...
by blargh2015
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 ...
by blargh2015
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.

Go to advanced search