Search found 118 matches

by robot256
Sat Sep 19, 2020 12:04 am
Forum: Ideas and Requests For Mods
Topic: safe ground or something
Replies: 6
Views: 688

Re: safe ground or something

darkfrei wrote:
Fri Sep 18, 2020 9:30 pm
robot256 wrote:
Fri Sep 18, 2020 6:12 pm
Maybe balance it by making concrete more expensive, or only apply it to refined concrete!
:idea: Very slow concrete for player or the same as for biters, the player cannot go there too.
If neither players nor biters can go there, wouldn't that just be invincible walls?
by robot256
Fri Sep 18, 2020 6:12 pm
Forum: Ideas and Requests For Mods
Topic: safe ground or something
Replies: 6
Views: 688

Re: safe ground or something

Thedrah hasn't responded and thanked you darkfrei, and I don't actually need this mod. But I'll thank you on behalf of Thedrah and the community for a pretty cool mod anyways :3 Thanks :) The mod is a little bit cheatty, but sometimes nice to have free zones. Maybe balance it by making concrete mor...
by robot256
Wed Sep 16, 2020 12:03 am
Forum: Ideas and Suggestions
Topic: [1.0.0] can't copy default color from locomotives and stations
Replies: 8
Views: 158

Re: [1.0.0] can't copy default color from locomotives and stations

Yes, and this should be complemented by an option in the colour setting UI to 'delete' the custom colour (or to 'restore the default') so that if you really do want 'nil' you can easily get it. Yes, the only reason the current behavior is unexpected is that there no visual indication that a default...
by robot256
Tue Sep 15, 2020 7:08 pm
Forum: Ideas and Suggestions
Topic: [1.0.0] can't copy default color from locomotives and stations
Replies: 8
Views: 158

Re: [1.0.0] can't copy default color from locomotives and stations

This must be related to the fact that color is set to "nil" initially to indicate default color. So it is actually copying "set color to default" from the stop to the loco, not the color itself.
by robot256
Tue Sep 08, 2020 1:30 am
Forum: Releases
Topic: Version 1.0.0
Replies: 119
Views: 30542

Re: Version 1.0.0

ostlandr wrote:
Sun Sep 06, 2020 6:12 pm
I'll bet those eight legs were a bear to animate.
It's even more impressive that they were able to animate N-legged spiders! Check out the Spidertron Tiers mod.
by robot256
Mon Sep 07, 2020 4:09 pm
Forum: Resolved for the next release
Topic: [Rseding91] [1.0.0] Cannot access Grid on Cargo Wagon with Zero inventory
Replies: 1
Views: 186

[Rseding91] [1.0.0] Cannot access Grid on Cargo Wagon with Zero inventory

Problem: If you set the inventory size of a Cargo Wagon to zero, the GUI does not appear when clicked and you cannot access any modded equipment grid. An example of this is the combination of the mods "Vehicle Wagon 2" and "Vehicle Grid". Expected: For a grid-only GUI to open, as it does on the Flui...
by robot256
Sun Sep 06, 2020 3:39 pm
Forum: Modding help
Topic: Searching For References
Replies: 4
Views: 79

Re: Searching For References

There is no such thing as a custom type in Factorio--it makes modding much simpler in the long run. There are many creative ways to reuse, repurpose, and combine existing types and use scripts to do new things. For example, the Aircraft Realism mod uses type "car" with different collision masks and ...
by robot256
Sat Sep 05, 2020 11:33 pm
Forum: Modding interface requests
Topic: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
Replies: 10
Views: 205

Re: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies

How would you handle clashes, where both the dependency that's specified, and a mod that's fulfilling the requirement be handled? I think "provides" would imply "conflicts". Makes sense. I missed the part where it's someone else's graphics pack you want to replace? That sucks that they lump everyth...
by robot256
Sat Sep 05, 2020 2:13 pm
Forum: Modding interface requests
Topic: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
Replies: 10
Views: 205

Re: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies

I would like to be able to publish two different mods that each satisfy the same dependency of another mod. For example, many of the big mod packs have their graphics in separate mods, and it would be nice to be able to publish a lower resolution version of those mods that would satisfy the same de...
by robot256
Sat Sep 05, 2020 2:04 pm
Forum: Modding interface requests
Topic: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
Replies: 10
Views: 205

Re: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies

The only real problem it would solve is cases where Mod A requires Mod B to function, neither Mod A nor Mod B are being maintained, and Mod A has a restrictive license attached that prevents it from being re-released with a new dependency. I've seen a decent amount of unpleasantness traded when peo...
by robot256
Sat Sep 05, 2020 1:04 am
Forum: Modding interface requests
Topic: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
Replies: 10
Views: 205

Re: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies

Interesting idea. As an alternative in your case at least, you could set both mods as conditional dependencies and use a script in the data stage to check that one of them is installed. You can throw a custom error message during loading if the correct one is not found. For the case of "impersonatin...
by robot256
Thu Sep 03, 2020 12:37 pm
Forum: Modding help
Topic: Adding Features to The Game
Replies: 2
Views: 138

Re: Adding Features to The Game

I suggest you take a look at the huge variety of existing mods--nearly anything is possible! Just about any stat or entity can be altered. But some things cause major performance problems when done in LUA mods, or cause conflicts with other mods, so they are discouraged. The modding tutorials and Lu...
by robot256
Thu Sep 03, 2020 12:31 pm
Forum: Modding help
Topic: Train restriction
Replies: 2
Views: 79

Re: Train restriction

Right, the only way is for script to perform the check every time an entity is placed to ensure it matches, and delete it otherwise.
by robot256
Sun Aug 30, 2020 8:08 pm
Forum: Gameplay Help
Topic: Circuit / Crate Supply all in one place?
Replies: 15
Views: 359

Re: Circuit / Crate Supply all in one place?

Thanks everyone! I had this thought this morning, that I needed to replace all my passive chests with active provider chests. Still new to the game. This will work great. Just make sure there is enough space in the central storage chest bank, and that the inserters removing items from the assembler...
by robot256
Sun Aug 30, 2020 2:55 am
Forum: Ideas and Suggestions
Topic: Filters for categories instead of specific items
Replies: 3
Views: 88

Re: Filters for categories instead of specific items

They said "when filtering an inserter or cargo wagon", hence my answer. You can even have several constant combinators with different "groups" configured and manually enable and disable them to change what you get. But for personal logistics? To request 100 of each type of power pole, or chest, or b...
by robot256
Sun Aug 30, 2020 12:32 am
Forum: Gameplay Help
Topic: Circuit / Crate Supply all in one place?
Replies: 15
Views: 359

Re: Circuit / Crate Supply all in one place?

I think trick you are looking is fast-replacing a storage chest (or any chest) with an active provider chest. This will make bots immediately try to empty it and put its contents somewhere else. If you have already set up a nice central bank of filtered storage chests, they will sort everything into...
by robot256
Sat Aug 29, 2020 11:12 pm
Forum: Ideas and Suggestions
Topic: Filters for categories instead of specific items
Replies: 3
Views: 88

Re: Filters for categories instead of specific items

Install any mods and you will find that the organization of items in the crafting window is basically arbitrary and changes without notice. There are three levels of sorting to arrange the icons (tab, group, and sorting string) but so far I don't think anyone has used them to alter game mechanics. T...
by robot256
Sat Aug 29, 2020 4:31 pm
Forum: Modding help
Topic: [Solved] Is migrating startup settings impossible?
Replies: 10
Views: 183

Re: Is migrating startup settings impossible?

Bilka wrote:
Sat Aug 29, 2020 2:56 pm
Json migrations indeed do not work for mod settings.
But it does actually work for runtime-global settings. It shows up in the migration results dialog after loading a game and preserves the value in the save file.
by robot256
Sat Aug 29, 2020 2:51 pm
Forum: Modding help
Topic: [Solved] Is migrating startup settings impossible?
Replies: 10
Views: 183

Re: Is migrating startup settings impossible?

We've both thoroughly tested all the known API methods and proven it's impossible (I tried JSON and LUA just now). You're asking if there is a magic undocumented back-channel that does something the documentation implies should be covered by JSON. Factorio is joyfully devoid of entirely undocumented...
by robot256
Fri Aug 28, 2020 9:30 pm
Forum: Modding help
Topic: [Solved] Is migrating startup settings impossible?
Replies: 10
Views: 183

Re: Is migrating startup settings impossible?

Ah. That's a tough one, and it's a complicated matter for the game engine because the migration would also have to be applied when deciding whether to synchronize startup settings before loading a save or joining a game. I can't follow that logic. Startup settings are evaluate exactly once at the e...

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