Search found 77 matches

by kizrak
Fri Nov 22, 2024 3:48 am
Forum: Implemented Suggestions
Topic: [Wish] Added delay before switching over to another location's music in remote view
Replies: 13
Views: 3747

Re: [Wish] Added delay before switching over to another location's music in remote view

I'd really like the behavior to be keep playing the current song/music until that song finishes, then pick the next song based on my current (remote view) location.

I never want a song to cut off early but I also want to be able to experience all of the songs without having to make any manual ...
by kizrak
Fri Nov 08, 2024 1:42 am
Forum: Modding interface requests
Topic: Event request: on_player_cursor_ghost_changed
Replies: 3
Views: 1540

Re: Event request: on_player_cursor_ghost_changed

I'm updating one of my mods for SA 2.0 and I was wondering if this maybe got implemented?

Thanks! 🧑

UPDATE:
So it maybe seems like the `on_player_cursor_stack_changed` event also triggers when a the ghost on the cursor changes. Could use better documentation, but works!
by kizrak
Fri Feb 09, 2024 4:05 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 122
Views: 32328

Re: Friday Facts #397 - Factoriopedia

So happy reading about Factoriopedia!

One suggestion, which you may have already considered, having bi-directional links between relevant Factoriopedia sections and "tips and tricks" pages. For example, the "tips and tricks" for power poles, or trains, or liquids might link to the Factoriopedia ...
by kizrak
Fri Jan 19, 2024 3:40 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 37952

Re: Friday Facts #394 - Assembler flipping and circuit control

As a mod developer, this FF got me thinking. So it would make sense that 1.0 mods would not be forward compatible with 2.0, but will 2.0 mods be 1.0 compatible? Will it be possible to make 2.0 mods that also "just work" for 1.0?

For example, as a mod developer for 2.0, will I need to check the game ...
by kizrak
Fri Jan 12, 2024 7:56 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 77374

Re: Friday Facts #393 - Putting things on top of other things


I dunno, gonna be honest this is the first one that's had me kinda worried. Now a 2 wagon train can outperform 8 wagon trains. This feels like a very big move towards scale up rather than scale out, and scaling out has always been where Factorio's emergent complexity, the part that makes the game ...
by kizrak
Fri Nov 10, 2023 5:36 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 88632

Re: Friday Facts #384 - Combinators 2.0

Super awesome FFF! πŸš€

Also love all of the ideas. And an extra plus one to some clocks, maybe a mode of the constant combinator, that can tell:
● surface/planet time of day (in ticks)
● total game time (in ticks) (to allow sync between planets/surfaces/spaceships)
● daylight sensor for current ...
by kizrak
Wed Dec 02, 2020 12:18 am
Forum: Ideas and Suggestions
Topic: Option to make server wait for slowest client
Replies: 34
Views: 16504

Re: Option to make server wait for slowest client

Maybe this could be regulated via some type of permission (if anti-griefing is desired). The server could yield to users/clients with a permission, but not others. I'm not sure if this, or probably technical limitations make this prohibitive. πŸ€”

Out of curiosity (I know it isn't likely to change the ...
by kizrak
Sun Nov 29, 2020 9:45 pm
Forum: Not a bug
Topic: Modding: Errormsg on storage-chests
Replies: 4
Views: 1466

Re: Modding: Errormsg on storage-chests

Thank you! πŸš€
by kizrak
Sun Nov 29, 2020 9:31 pm
Forum: Not a bug
Topic: Modding: Errormsg on storage-chests
Replies: 4
Views: 1466

Re: Modding: Errormsg on storage-chests

I'm a mod author encountering this message and I'm not sure what changed in 1.1, or how I should correct it for my mod.

I'm looking at my prototype (see below) and I don't see anything related to "request slot".

{
animation = { ... },
close_sound = {
filename = "__base__/sound/metallic-chest ...
by kizrak
Fri Oct 30, 2020 6:20 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 90829

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

B5Gggj6A3T.jpg
B5Gggj6A3T.jpg (1.57 MiB) Viewed 9200 times
Thanks! 🧑
by kizrak
Fri Oct 16, 2020 7:17 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 96831

Re: Friday Facts #361 - Train stop limit, Tips and tricks

SunBlade wrote: Sat Oct 10, 2020 11:52 am Configuration
  • Where to find the Three Pane Inventory Mode (Inv+Craft+Logistic)
This is awesome! 🍰
eyslh937FM.png
eyslh937FM.png (256.36 KiB) Viewed 8785 times
factorio_rnux2VVH6N.png
factorio_rnux2VVH6N.png (239.04 KiB) Viewed 8785 times
Thanks! πŸ˜€
by kizrak
Fri Oct 16, 2020 6:52 pm
Forum: Duplicates
Topic: [1.0.0] Crash: TransportBelt::drawBase
Replies: 2
Views: 1319

Re: [1.0.0] Crash: TransportBelt::drawBase

Thanks! πŸš€
by kizrak
Sat Sep 26, 2020 9:59 am
Forum: Duplicates
Topic: [1.0.0] Crash: TransportBelt::drawBase
Replies: 2
Views: 1319

[1.0.0] Crash: TransportBelt::drawBase

Got this crash log.

Multiplayer game with friend was playing on my map. He was looking at electrical graphs and the game crashed for him. I'm not sure this was the cause of the crash. My game didn't do anything bad except notice that his client wasn't sending network packets anymore; and ...
by kizrak
Thu Jul 23, 2020 3:35 am
Forum: Modding interface requests
Topic: [MOD API] Expand the EnergySource with a 'solar' type
Replies: 2
Views: 1717

Re: [MOD API] Expand the EnergySource with a 'solar' type

I would really love to see this too ! 🧑

Thanks!
-Kizrak
by kizrak
Fri Jul 17, 2020 12:58 am
Forum: Won't implement
Topic: Allow "OR" prerequisites in technology prototype
Replies: 2
Views: 1554

Allow "OR" prerequisites in technology prototype

Instead of Technology#prerequisites always being an AND requirement, I would love to see an option/flag for OR, at the prototype level.

I could envision something like a flag that just switches it from AND to OR (which would be sufficient for my needs), or something more complicated .

Sorry if ...
by kizrak
Thu Jul 16, 2020 3:59 am
Forum: Modding interface requests
Topic: Event request: on_player_cursor_ghost_changed
Replies: 3
Views: 1540

Re: Event request: on_player_cursor_ghost_changed

I would really love to have this too! 🧑
by kizrak
Sun Jul 12, 2020 8:04 pm
Forum: Modding help
Topic: Runtime Transparency?
Replies: 1
Views: 1378

Runtime Transparency?

Hello Engineers! 🧑

I was look at Types/Animation and Types/Sprite hoping to find a way to make existing Animations and Sprites transparent (or more transparent).

I noticed that both Animations and Sprites have:

apply_runtime_tint
blend_mode
premul_alpha


Given their similarities, I would ...
by kizrak
Sat Jul 11, 2020 7:22 pm
Forum: Won't implement
Topic: Sticker effects on 'other' entities
Replies: 1
Views: 1230

Sticker effects on 'other' entities

Prototype/Sticker says that it only effects Prototype/Unit , Prototype/Character and Prototype/Car entities.

I would love to see an API for stickers to also effect buildings / turrets / structures / etc. In particular, I would love to have stickers that can modify the attack speed of turrets and ...
by kizrak
Sat Jul 11, 2020 5:47 pm
Forum: Modding help
Topic: Sticker API from ammo action
Replies: 1
Views: 1017

Re: Sticker API from ammo action

Also interested in this knowledge if someone knows πŸ‘

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