Search found 16 matches

by jeff.s
Sat Dec 17, 2022 7:15 pm
Forum: Technical Help
Topic: Programmatically resolving version aliases like stable/console/switch into version numbers?
Replies: 2
Views: 630

Re: Programmatically resolving version aliases like stable/console/switch into version numbers?

Thanks for that link, that's great to know about. Is it possible for that to list the console version too, or is the Switch side of the release process less automated (due to review policies / etc, no need to get detailed) and that tag is just manually updated on Steam? If not, since updates are fai...
by jeff.s
Sat Dec 17, 2022 4:03 pm
Forum: Technical Help
Topic: Programmatically resolving version aliases like stable/console/switch into version numbers?
Replies: 2
Views: 630

Programmatically resolving version aliases like stable/console/switch into version numbers?

Is there some endpoint to programmatically resolve Factorio version aliases like stable or experimental or console into firm version numbers like 1.1.74 ? I know there are these aliases on Steam but that information doesn't seem to be readily consumable by code. I'm looking to offer hosting for Swit...
by jeff.s
Sat Oct 29, 2022 8:56 pm
Forum: Not a bug
Topic: [1.1.70] Poor performance when large quantities of spidertrons congregate in one location
Replies: 2
Views: 857

[1.1.70] Poor performance when large quantities of spidertrons congregate in one location

If a large number of spidertrons attempt to stand in the same location, game update starts taking longer and longer. Steps to reproduce: Spawn 1000 spiders in a 2x2 chunk area (fully paved and free of any obstructions): for i=1,1000 do local x = -32 + 64*math.random() local y = -32 + 64*math.random(...
by jeff.s
Fri Nov 05, 2021 12:48 pm
Forum: Releases
Topic: Version 1.1.46
Replies: 5
Views: 12893

Re: Version 1.1.46

Sub items are now removed from items used in hand-crafting.
Is this to do with equipment in equipment grids (i.e. crafting modded armor from a lower tier armor that has equipment in it that you forgot to remove), or are sub items something else?
by jeff.s
Sat Jun 05, 2021 2:03 pm
Forum: Tools
Topic: Introducing FactorioBin - the fastest, easiest way to share your blueprint strings (alternative to Pastebin / etc)
Replies: 2
Views: 4065

Introducing FactorioBin - the fastest, easiest way to share your blueprint strings (alternative to Pastebin / etc)

Hey everybody! Lately, I think we all have been frustrated with the fact that Pastebin has deleted or restricted access to many Factorio blueprints, even if you are logged in. They've done this retroactively too, which means a lot of blueprints are lost forever. I really liked the simplicity of shar...
by jeff.s
Tue May 25, 2021 1:24 am
Forum: Ideas and Suggestions
Topic: Make "sync mods" button larger and more noticeable
Replies: 13
Views: 2773

Re: Make "sync mods" button larger and more noticeable

I've heard from players who switch often between modded and unmodded saves, and are frustrated that the Load button only prompts them about specific types of mod mismatches, while the small, hard-to-miss, Sync Mods button handles all the scenarios. In particular, their pain was around accidentally l...
by jeff.s
Mon Mar 01, 2021 5:29 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.25] Placing a map-interactible entity from map view opens entity's GUI when Drag Map is rebound.
Replies: 2
Views: 2604

[kovarex] [1.1.25] Placing a map-interactible entity from map view opens entity's GUI when Drag Map is rebound.

This bug can be triggered reliably by rebinding Drag Map, which is something I know players sometimes will do in order to be able to drag an artillery remote on map view to spam-fire at dense biter nests. Steps to reproduce with a fresh install of 1.1.26 on Win64 (unzipped standalone copy of the gam...
by jeff.s
Wed Sep 23, 2020 3:39 am
Forum: General discussion
Topic: Math time: binomial distributions in splitter pyramids, and the effects of splitter biases
Replies: 1
Views: 3790

Math time: binomial distributions in splitter pyramids, and the effects of splitter biases

Introduction I got to wondering about splitter pyramids. You know, these contraptions you might build the first time you're trying to split a belt into 6 to load into a train wagon: example.png Splitters alternate sending items right and then left. The first item arriving at a newly placed splitter...
by jeff.s
Sat Aug 22, 2020 1:38 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.0.0] enemy force's ghost entities are visible on player force's map view
Replies: 5
Views: 1182

[Rseding91] [1.0.0] enemy force's ghost entities are visible on player force's map view

entity-ghosts that belong to the enemy force are not visible to the player in the main world, but they are visible (drawn in red) in map view. I believe this changed recently, with the big 0.18.x blueprint update which started drawing ghosts in map view. It's probably the case that enemy ghosts shou...
by jeff.s
Thu Aug 20, 2020 3:53 am
Forum: Modding interface requests
Topic: Lua access to map view's base-layer data (the 1 pixel per tile stuff, e.g. belts = 1 yellow pixel)
Replies: 0
Views: 791

Lua access to map view's base-layer data (the 1 pixel per tile stuff, e.g. belts = 1 yellow pixel)

I'm looking to build a mod that can export the map view representation of a base for a feature similar to https://factoriomaps.com I'm not looking to replicate exactly what is on a user's screen - instead, I'm looking for the underlying chunk-level imagery upon which the rest of map view's features ...
by jeff.s
Mon Aug 17, 2020 1:00 pm
Forum: Won't implement
Topic: Way to assign trees to forces other than neutral
Replies: 1
Views: 992

Way to assign trees to forces other than neutral

Currently, it seems that all entities with type "tree" are hard-locked to the "neutral" force (if placed with other forces in /editor it ends up being neutral anyways, and assigning a new value to LuaEntity.force does not work as it does for other types of entities). Is it possib...
by jeff.s
Sat Jul 18, 2020 2:59 am
Forum: Resolved Problems and Bugs
Topic: [0.18.36] Empty blueprint books give malformed value when I "Export to string"
Replies: 2
Views: 2162

[0.18.36] Empty blueprint books give malformed value when I "Export to string"

Vanilla, 0.18.36, no mods, tried on both MacOS and Windows builds. This is admittedly a minor issue, and it's possible the upcoming changes to blueprints talked about in FFF-356 will render this obsolete, but here we go: It seems that at least one other user "in the wild" has run into this...
by jeff.s
Fri Jan 11, 2019 3:48 pm
Forum: Duplicates
Topic: [0.16.51] Inserters do not remove burnt fuel from burner assembling machines
Replies: 5
Views: 1920

Re: [0.16.51] Inserters do not remove burnt fuel from burner assembling machines

Thanks Zavian and Darkfrei, it looks like this won't be addressed any time soon. I'll try out that modded inserter for pulling burnt fuel and see if it's something I want add as a dependency for my mod, or just give up on burner fuel for my machines.
by jeff.s
Fri Jan 11, 2019 2:17 am
Forum: Duplicates
Topic: [0.16.51] Inserters do not remove burnt fuel from burner assembling machines
Replies: 5
Views: 1920

Re: [0.16.51] Inserters do not remove burnt fuel from burner assembling machines

Thanks, but that doesn't work either (added image + mod + save to my post above). I think that "spent fuel" spot is special for reactors and may not be something inserters know they can pull from for assembling machines.
by jeff.s
Thu Jan 10, 2019 11:16 pm
Forum: Duplicates
Topic: [0.16.51] Inserters do not remove burnt fuel from burner assembling machines
Replies: 5
Views: 1920

[0.16.51] Inserters do not remove burnt fuel from burner assembling machines

EDIT: See replies below, this is a dupe of https://forums.factorio.com/viewtopic.php?f=48&t=45155. Not sure how I missed that but thanks for pointing it out. ----- I'm making a mod that makes an assembling machine of sorts, which is a burner machine that runs on uranium fuel cells. You could boi...

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