Search found 557 matches

by slippycheeze
Mon Sep 09, 2019 6:01 pm
Forum: Modding help
Topic: Solved - Is it possible to have 1 reactor entity have a different heat output based on fuel type?
Replies: 2
Views: 89

Re: Is it possible to have 1 reactor entity have a different heat output based on fuel type?

title. As you will see in https://wiki.factorio.com/Prototype/Reactor the reactor prototype has one EnergySource and one HeatBuffer. The EnergySource does not have any option beyond efficiency applied to all fuels: https://wiki.factorio.com/Types/EnergySource#effectivity The HeatBuffer has only one...
by slippycheeze
Mon Sep 09, 2019 5:56 pm
Forum: Modding help
Topic: Speed up custom map generation
Replies: 15
Views: 369

Re: Speed up custom map generation

I'll give it a try. But in order to achieve the result shown in my pictures, I'd have to do some basic vector calculations. Is it possible to get the x and y component of the distance to the next spot? Generation is independently evaluating each point, so far as I understand, so I don't believe thi...
by slippycheeze
Mon Sep 09, 2019 5:43 pm
Forum: Modding interface requests
Topic: Allow for penalty change in modded rail signal
Replies: 3
Views: 164

Re: Allow for penalty change in modded rail signal

can the penalty for route calculation of the rail path finder (when a rail signal is set to red by the circuit network) please be manually modified for modded rail signals? Currently it is 1000 (if I interpret the wiki correctly). Alternatively, please add the option to put a rail signal in a state...
by slippycheeze
Mon Sep 09, 2019 5:38 pm
Forum: Modding interface requests
Topic: Show mod license.txt ingame.
Replies: 15
Views: 536

Re: Show mod license.txt ingame.

Why? There's currently no way to see (or read) the license of a mod inside the game, but with the great improvements made to the in-game menu (thank you very much) many people probably don't even look at the portal website that often anymore. Furthermore some people might not even be aware that mod...
by slippycheeze
Mon Sep 09, 2019 5:26 pm
Forum: Modding help
Topic: Saving entity data in blueprint but not showing signals in alt-view
Replies: 7
Views: 197

Re: Saving entity data in blueprint but not showing signals in alt-view

I need to store some data with an entity across blueprints. The solution seems to be to encode this as signals in a constant combinator. But then the alt-view will show the signals which I would rather avoid. Can I turn the alt-view off for my custom constant-combinator in the prototype or somethin...
by slippycheeze
Fri Sep 06, 2019 6:11 pm
Forum: Ideas and Requests For Mods
Topic: Is there a mod to prevent inserters from chasing items?
Replies: 2
Views: 153

Re: Is there a mod to prevent inserters from chasing items?

In the Friday Facts #309 , one of the controversial opinions presented was that "Inserters should not chase items". I am interested in trying the game with no-chase behavior; I think it would be fun to explore the implications. Is it possible for a mod to suppress (or to simulate the suppression of...
by slippycheeze
Thu Sep 05, 2019 6:04 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 634
Views: 58024

Re: [MOD 0.17+] Industrial Revolution (WIP)

NickKsh wrote:
Mon Sep 02, 2019 1:21 pm
PTTG wrote:
Sat Aug 31, 2019 8:36 am
Just checking, but by "early September," you do mean September 1st, right?
The year wasn't specified :D
We live in the september that never ended anyhow, so .... could be any time, really.
by slippycheeze
Thu Sep 05, 2019 5:55 pm
Forum: Modding help
Topic: Speed up custom map generation
Replies: 15
Views: 369

Re: Speed up custom map generation

Do what darkfrei said, spread your work over time. Chunk generation by it's very nature is already somewhat spread over time. If you spread it any further you risk having the player run against a black wall. Modded minecraft is very prone to this - you frequenty stand next to an empty chunk and hav...
by slippycheeze
Wed Sep 04, 2019 6:50 pm
Forum: Modding help
Topic: Saving entity data in blueprint but not showing signals in alt-view
Replies: 7
Views: 197

Re: Saving entity data in blueprint but not showing signals in alt-view

I need to store some data with an entity across blueprints. The solution seems to be to encode this as signals in a constant combinator. But then the alt-view will show the signals which I would rather avoid. Can I turn the alt-view off for my custom constant-combinator in the prototype or somethin...
by slippycheeze
Wed Sep 04, 2019 6:48 pm
Forum: Modding help
Topic: Speed up custom map generation
Replies: 15
Views: 369

Re: Speed up custom map generation

No, you can't parrallize, most of the game - including the lua state - runs single-threaded. ...and this isn't gonna change, either: even if you can get it right and be absolutely deterministic in parallel work, fabsemcfunk, other people won't get it right, and that'd cause desync in multiplayer --...
by slippycheeze
Wed Sep 04, 2019 6:45 pm
Forum: Modding help
Topic: teleporting in on_gui_open places cursor on new surface
Replies: 9
Views: 191

Re: teleporting in on_gui_open places cursor on new surface

Sounds like the placing is caused by the player still holding the mouse-button down. As that is a physical input there's not much you can do about it except for delaying the giving-of-the-blueprint? Maybe give them a capsule and use on_put_item to detect when they release the button. ...or clear th...
by slippycheeze
Fri Aug 30, 2019 7:04 pm
Forum: Ideas and Suggestions
Topic: Spread out trains among stops with shared names by adding a routing penalty per train already heading to a given stop
Replies: 6
Views: 158

Re: Spread out trains among stops with shared names by adding a routing penalty per train already heading to a given sto

Why ? I'm working on a tileable nuclear reactor in sandbox, which is using a fluid-wagon-train-fed water supply. I'll share the save if anyone's interested, but it's still WIP. The trains have a very low margin for unloading time in order to keep the boilers filled with water (which is hardly the o...
by slippycheeze
Fri Aug 30, 2019 6:50 pm
Forum: Outdated/Not implemented
Topic: read file
Replies: 29
Views: 656

Re: read file

only thing is lua stuff can be also build to inside dll soo technically its still lua code, No, that is "technically" compiled code of some sort, not Lua. Lua is the text syntax, and the VM bytecode, and nothing else. So unless by "inside dll" you mean "the code inside the DLL also contains Lua cod...
by slippycheeze
Fri Aug 30, 2019 5:41 pm
Forum: Minor issues
Topic: [kovarex] [0.17.66] Suboptimal train pathfinding with two curved tracks intersection
Replies: 26
Views: 1244

Re: [0.17.66] Suboptimal train pathfinding with two curved tracks intersection

boskid has the right idea. The train starts pathing at the end of the segment it’s in, not counting the distance it needs to travel first to reach that end. Segments are series of connected rail pieces, delineated by switches, signals and stops. Try it with all of them. :) Build order can have an e...
by slippycheeze
Fri Aug 30, 2019 5:39 pm
Forum: Minor issues
Topic: [kovarex] [0.17.60] Items degroup between splitters
Replies: 9
Views: 1000

Re: [0.17.60] Items degroup between splitters

No. Since the items all arrive at the same time, I would expect them to pass through the splitters undisturbed. Instead the first copper and iron plate get ahead when passing through the first splitter. You should probably keep in mind that "the same time" vs at different times is not necessarily g...
by slippycheeze
Fri Aug 30, 2019 4:01 pm
Forum: Show your Creations
Topic: How do you handle power shortages?
Replies: 16
Views: 973

Re: How do you handle power shortages?

In case your sulfuric acid runs out, your uranium mine is depleted, your nukes eat all your u-235, because what else will you do with the steam engines you already have? Who doesn't have a strategic nuclear fuel reserve? Everyone, at least once. ;) Seriously, though, a backup power source built on ...
by slippycheeze
Fri Aug 30, 2019 3:59 pm
Forum: Show your Creations
Topic: Top Deal Websites In Delhi
Replies: 8
Views: 664

Re: Deploying large scale mining operations?

So I'm inviting everyone to share their methods and ideas for rapid deployment of their large scale mining operations :) https://mods.factorio.com/mod/BigDrills -- one machine, one full belt of the appropriate tier. significantly easier, though they are vastly more polluting and power-hungry than t...
by slippycheeze
Fri Aug 30, 2019 3:56 pm
Forum: Technical Help
Topic: Can not save or load 3rd autosave
Replies: 1
Views: 81

Re: Can not save or load 3rd autosave

You should probably be running a disk check, because that sounds very like a disk corruption problem.
by slippycheeze
Fri Aug 30, 2019 3:53 pm
Forum: Technical Help
Topic: [0.17.66] Game Crash while initializing
Replies: 9
Views: 217

Re: [0.17.66] Game Crash while initializing

Just a quick check, since it hadn't been mentioned: one thing I found that caused DXGI crashes was that some in-game overlay apps, and some "overclocking / tuning" things like RivaTuner would cause a crash there. They used hooks that broke some driver or other assumption about the state of things. S...
by slippycheeze
Fri Aug 30, 2019 3:32 pm
Forum: Ideas and Suggestions
Topic: Blueprint usability improvements
Replies: 1
Views: 73

Re: Blueprint usability improvements

* Labels are difficult to set in blueprints. Once the text is entered, clicking the green checkmark causes the label to be lost! Only clicking the pencil a second or enter time saves the label. This is inconsistent with editing components or icons, where the green check mark must be clicked for cha...

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