Search found 11 matches
- Fri Mar 18, 2022 6:33 am
- Forum: Implemented in 2.0
- Topic: Allow changing entity settings from radar remote view / Access Building Configurations from Map View
- Replies: 22
- Views: 8780
Re: Allow changing entity settings from radar remote view / Access Building Configurations from Map View
Personally I just wish it were consistent. I could get behind "you need to go there in person, or have a construction robot dispatched to change stuff for you", and I could get behind "you can do it remotely at will" - both of those sound totally legit - but it's weird that you c...
- Sun Jan 17, 2016 6:18 pm
- Forum: Already exists
- Topic: [Request] Conveyor introspection
- Replies: 0
- Views: 4157
[Request] Conveyor introspection
I'm trying to make a mod that gives some information about the items that are passing by on a conveyor. Unfortunately, it seems like I'm sharply limited in what I can find out about conveyor contents; at best, I can get what's basically an inventory view of the conveyor, which doesn't let me determi...
- Wed Dec 16, 2015 9:57 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 321085
Re: [MOD 0.12.12] SmartTrains 0.3.7
Moderate performance concern; on my current game, SmartTrains is using 8.5% of the game performance. I don't have a complicated layout, and as I'm writing this, all the trains are just hangin' out at a station or waiting for other trains to move. It feels like 8.5% is higher than I'd expect. This is...
- Fri Dec 11, 2015 12:16 pm
- Forum: Ideas and Suggestions
- Topic: A few small construction robot improvements
- Replies: 4
- Views: 9265
A few small construction robot improvements
Here's a list of minor gripes I have with the blueprint system, all of which should be rather simple to fix. * Shift-To-Clear for single items When using a blueprint, you can hold the "shift" key to force placement, which automatically marks trees for removal. It's pretty handy! When you'r...
- Sun Mar 22, 2015 5:31 am
- Forum: Minor issues
- Topic: [0.11.19] Disappearing cables (cosmetic)
- Replies: 9
- Views: 8717
Re: [0.11.19] Disappearing cables (cosmetic)
I think it's coded so that a cable is visible only if one of the pylons it's connected to are visible. I saw this first in the Test Mode mod which has modified power poles with insane range, but clearly it can happen zoomed in with large power poles as well.
- Sun Mar 22, 2015 5:12 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19][slpwnd] Production window stats highly inaccurate
- Replies: 9
- Views: 7661
[0.11.19][slpwnd] Production window stats highly inaccurate
First, some math: It takes 0.5s to produce Copper Cable, and you get 2 of them in output. The speed of an Assembling Machine 2 is 0.75. Therefore, the production of three Assembling Machine 2's should be 3*2/0.5*0.75*60=540 items per minute. It takes 0.5s to produce Electronic Circuit. Two Assemblin...
- Wed Mar 18, 2015 2:12 am
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 86173
Re: [0.11.x] Y.Petremann's mods (5 mods)
Same crash, I'm sorry to say :/y.petremann wrote: [*]Potential fix for tooltip issue
- Mon Mar 16, 2015 1:18 pm
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 86173
Re: [0.11.x] Y.Petremann's mods (5 mods)
It's more useful for me to have the debug informations, I don't know, but if that related to tooltip, maybe it's related to localisation (only english is provided). Not entirely convinced this will be useful, but here ya go: 1723590.167345 Info Scenario.cpp:158: Map version 0.11.18-1 1723590.196766...
- Mon Mar 16, 2015 3:09 am
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 86173
Re: [0.11.x] Y.Petremann's mods (5 mods)
The Creative Mode energy sink and energy source don't seem to work properly in 0.11.18 - mousing over them in the crafting window causes an instant crash. The call stack looks like something's broken in making the tooltip. I tried disabling all my other mods and that didn't fix it, so I *think* this...
- Wed Mar 11, 2015 10:56 am
- Forum: Modding help
- Topic: Infinite chest mod: give me some pointers please!
- Replies: 4
- Views: 4989
Re: Infinite chest mod: give me some pointers please!
Just what I needed! Thank you very muchXecutor wrote: every answer imaginable
- Wed Mar 11, 2015 5:17 am
- Forum: Modding help
- Topic: Infinite chest mod: give me some pointers please!
- Replies: 4
- Views: 4989
Infinite chest mod: give me some pointers please!
I'm working on my first Factorio mod but I'm having trouble figuring out the not-quite-basics of the modding system. So here's a pile of questions! Note that I'm happy to read existing mods in order to find answers, so if your answer is "Mod X does that" then I can probably untangle it fro...