Search found 15 matches

by thatspsychotic
Fri Nov 15, 2024 6:16 pm
Forum: Resolved Problems and Bugs
Topic: [Lou]Remote view and blueprint/deconstruct/upgrade planners
Replies: 4
Views: 1770

Re: [Lou]Remote view and blueprint/deconstruct/upgrade planners

Thanks Lou, I'll check for the 2nd behavior again once the update comes out, but you're right that the fix may have improved other similar behaviors.
by thatspsychotic
Thu Nov 14, 2024 11:30 pm
Forum: Ideas and Suggestions
Topic: Asteroid Targetting
Replies: 7
Views: 1818

Re: Asteroid Targetting

I can see the theoretical concern, but if this is truly a difference maker, isn't the solution just to add more firepower so that none of the asteroid types get close enough? You'd still achieve your objective of being selective to asteroid size in terms of what you throw ammo at, but you'd consume ...
by thatspsychotic
Thu Nov 14, 2024 2:44 am
Forum: Ideas and Suggestions
Topic: Asteroid Targetting
Replies: 7
Views: 1818

Re: Asteroid Targetting

I don't understand this request... if you want something to target only medium asteroids, for example, you just set the target filters to all 4 types of medium asteroids and then check "ignore non-filtered targets" or whatever that checkbox is called. does that not meet your needs? if not, how so?
by thatspsychotic
Wed Nov 13, 2024 10:57 pm
Forum: Ideas and Suggestions
Topic: Entity contents to circuit network optionally as negative values
Replies: 0
Views: 210

Entity contents to circuit network optionally as negative values

TL;DR
Provide option for entities that can send their contents to the circuit network to do so with reversed polarity, to avoid the need for an arithmetic combinator for this purpose in very common automation situations, particularly where space is constrained such as on space platforms.


What ...
by thatspsychotic
Tue Nov 12, 2024 12:26 pm
Forum: Duplicates
Topic: [2.0.16] Flipped biochamber incorrectly renders fluid input pipe
Replies: 2
Views: 466

[2.0.16] Flipped biochamber incorrectly renders fluid input pipe

As shown in the picture, when the biochamber in the orientation with the fluid inputs towards the top of the screen is flipped (mirrored), one of the input pipes is 1.) not mirrored appropriately, 2.) extends well beyond the typical extents of the bulding, and 3.) is rendered on top of the rest of ...
by thatspsychotic
Fri Nov 01, 2024 5:09 pm
Forum: Not a bug
Topic: [2.0.10] "Import from" planet logistics filter cannot be empty
Replies: 3
Views: 819

Re: [2.0.10] "Import from" planet logistics filter cannot be empty

I also ran into this issue, where clearing the import planet filter does not stick. My example was piercing ammo, I'm able to make it from excess on Fulgora so I want to also provide that to orbiting space platforms, but if I clear the filter, it automatically goes back to Nauvis.

This can be ...
by thatspsychotic
Fri Oct 25, 2024 1:49 am
Forum: Resolved Problems and Bugs
Topic: [Lou]Remote view and blueprint/deconstruct/upgrade planners
Replies: 4
Views: 1770

Re: [Lou]Remote view and blueprint/deconstruct/upgrade planners

Potentially related to this:

In remote view, with a blueprint book in the quick bar, and a blueprint in the quickbar that you'd like to add to the blueprint book, right-clicking the blueprint book opens it to view/edit its contents, as expected. However, when you select the blueprint on the ...
by thatspsychotic
Wed Oct 23, 2024 1:59 pm
Forum: Duplicates
Topic: [2.0.9] Remote view ghost logistic connection dialog resets if ghost is replaced during dialog interaction
Replies: 1
Views: 271

[2.0.9] Remote view ghost logistic connection dialog resets if ghost is replaced during dialog interaction

As the title states, for any entity (esp. inserters) that can have a logistic connection, in the remote view:
- Place ghost of inserter
- Begin configuring logistic connection conditions in the dialog
- Construction robot places inserter while you're interacting with logistic connection dialog ...
by thatspsychotic
Tue Oct 22, 2024 8:50 pm
Forum: Resolved Problems and Bugs
Topic: [Lou]Remote view and blueprint/deconstruct/upgrade planners
Replies: 4
Views: 1770

[Lou]Remote view and blueprint/deconstruct/upgrade planners

there are a couple things with the remote view though that are a bit strange in the ghost cursor... for the blueprint, and the deconstruction and upgrade planners, if you select the blueprint from the ghost cursor view, my expectation would be that this allows you to directly create a blueprint, use ...
by thatspsychotic
Tue Aug 06, 2024 1:17 pm
Forum: Wiki Talk
Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
Replies: 40
Views: 20731

Suggestion: Version selector for the wiki

As more and more information about 2.0 and Space Age gets released, it seems like it would be useful to segment the documentation on the wiki according to the game version being referenced, much like documentation for python packages for example that usually let you select the documentation version ...
by thatspsychotic
Tue Mar 19, 2019 11:55 pm
Forum: Modding discussion
Topic: Entity electric power consumption
Replies: 2
Views: 1123

Re: Entity electric power consumption

Do you think my modding interface request was too narrow then? The explanation seemed to indicate that what I asked for wasn't possible, so maybe I didn't ask for exactly the right thing? I'm pretty new to this.
by thatspsychotic
Sat Mar 16, 2019 6:06 pm
Forum: Modding discussion
Topic: Entity electric power consumption
Replies: 2
Views: 1123

Entity electric power consumption

So after receiving a response to a modding interface request: https://forums.factorio.com/viewtopic.php?f=221&t=67648

I'm still trying to figure out the best way to calculate an entity's (near-real-time, e.g. previous tick) power consumption. How does the game provide power consumption statistics ...
by thatspsychotic
Fri Mar 15, 2019 12:37 pm
Forum: Won't implement
Topic: LuaEntity.electric_supply_poles() for entities powered by electricity
Replies: 2
Views: 1183

Re: LuaEntity.electric_supply_poles() for entities powered by electricity



That's exactly what the game engine does to show which electric poles are connected to an entity. It entity-searches around the entity using MAX(all-electric-pole-connection-distance) for the radius and checks which ones it finds to be connected to that entity.


That's fair, I'll do that then ...
by thatspsychotic
Thu Mar 14, 2019 1:11 am
Forum: Won't implement
Topic: LuaEntity.electric_supply_poles() for entities powered by electricity
Replies: 2
Views: 1183

LuaEntity.electric_supply_poles() for entities powered by electricity

Hi,

I'm working on a mod that depends on the association between electric-poles and the entities that they are powering. Without a programmatic way to leverage the association between entities and the electric-poles that supply them, I would have to calculate the taxicab distance between the entity ...

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