Search found 34 matches
- Thu Dec 03, 2020 12:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.3] "only-in-cursor" flag overrides special clear cursor behavior for wires
- Replies: 1
- Views: 2147
[Rseding91] [1.1.3] "only-in-cursor" flag overrides special clear cursor behavior for wires
Hello. Usually wires have a special behavior when clearing the cursor ("Q" by default). It first cancels the current wiring operation, and only on the second press it actually clears the cursor. But if the wire item has the flag "only-in-cursor" it overrides this special behavior...
- Fri May 01, 2020 6:31 am
- Forum: Not a bug
- Topic: [0.18.22] Hotkeys don't respect shortcut unlock requirements
- Replies: 1
- Views: 1160
[0.18.22] Hotkeys don't respect shortcut unlock requirements
As it says in the title, it seems the associated hotkeys don't care if their shortcut is currently locked and work anyway. Steps to reproduce: 1. Get a clean profile. 2. Create a new world. 3. All shortcuts except the Alt-mode toggle should be locked. 4. Associated hotkeys still work, for example, A...
- Sun Jul 21, 2019 8:10 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 244451
Re: Friday Facts #304 - Small bugs; Big changes
If combined with delaying solid fuel from petroleum to push the use of the oil refinery (maybe) and a poor enough recipe that it is clearly a temporary stopgap like the burner mining drills. If it were up to me, I would make the primitive processing give 100 oil -> 20 (maybe 25) gas. It doesn't see...
- Sun Jul 21, 2019 7:23 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 244451
Re: Friday Facts #304 - Small bugs; Big changes
I did try to point out why each of the solutions I have read and described in my post are not better than the proposed solution. Which solution would you prefer and how can you answer my problem with it What about my proposal to leave both oil processing recipes alone, but introduce an earlier &quo...
- Fri Jul 19, 2019 6:05 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 244451
Re: Friday Facts #304 - Small bugs; Big changes
I'm among those who don't like the change to the basic oil recipe. First, it seems like barely a recipe anymore, oil comes in, gas comes out. There are recipes like that, but do we want the backbone of the whole oil subsystem to be like that? Second, it seems kind of backwards, that the basic recipe...
- Thu Mar 14, 2019 3:32 pm
- Forum: Implemented mod requests
- Topic: API to create the "hand" placeholder in the player inventory
- Replies: 1
- Views: 1196
API to create the "hand" placeholder in the player inventory
I couldn't find a way to take an item from the player's inventory into the cursor and leave the placeholder "hand" introduced in 0.17 in its place. I would like to have either a call to place the "hand" in the inventory or for https://lua-api.factorio.com/latest/LuaItemStack.html...
- Thu Mar 14, 2019 3:09 pm
- Forum: Modding help
- Topic: Cleanly take item from the inventory into the cursor
- Replies: 4
- Views: 1927
Re: Cleanly take item from the inventory into the cursor
That is what https://lua-api.factorio.com/latest/LuaItemStack.html#LuaItemStack.swap_stack is for. I tried swap_stack too, it still doesn't leave the "hand" placeholder in the player inventory if I do either local stuff = inv.find_item_stack("item-name") if stuff then player.cle...
- Wed Mar 13, 2019 6:42 pm
- Forum: Modding help
- Topic: Cleanly take item from the inventory into the cursor
- Replies: 4
- Views: 1927
Cleanly take item from the inventory into the cursor
The idea is to look for a certain item in the player inventory and if it's there, place it into the cursor. I figured out this: local stuff = inv.find_item_stack("item-name") if stuff then player.clean_cursor() player.cursor_stack.set_stack(stuff) player.remove_item(stuff) end And it seems...
- Mon Jul 02, 2018 9:04 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 667011
Re: pY Coal Processing - Discussion
What is 'fuel value' of the mixture of different temps? 1 kJ per unit of combustion mixture per degree above 15 degrees (five times more energy dense than vanilla steam which is only 0.2 kJ per unit per degree). Plus the gas turbines have idiosyncratic effectivities: 42%, 95% and 147% for levels 1,...
- Fri May 25, 2018 1:06 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 114274
Re: pY Industry - Discussion
Hi, I'm observing a strange issue where the local radar seems to shimmy as it works. Link to a video . At first I almost thought it was intended, the radar appears very ramshackle, but black line appearing at the top and cut off lines on the left and right suggest that the animation sprites don't li...
- Mon May 21, 2018 5:53 pm
- Forum: PyMods
- Topic: Niobium mining
- Replies: 11
- Views: 6800
Re: Niobium mining
Please excuse my ignorance but.... I have the miners running. My question is now about the output quantity. In the crafting menu, it indicates 12 ore in 7 seconds for 1 drillhead adn 70 Refined Syngas: niobium.jpg But I get two ore per drillhead in about 10 seconds. I think the recipe might be a re...
- Sat May 19, 2018 6:44 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 667011
Re: pY Coal Processing - Discussion
Good news, everyone! The issue with some of the recipes missing from FNEI was resolved by the FNEY's author. As a bonus, they also accepted my suggestion to display the temperature of liquids if it's different from default, should help with the 60Β° steam confusion, etc.
- Sat May 19, 2018 5:39 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 273965
Re: pY HighTech Discussion
Thanks for the confirmation, I'll make a local edit for waste water filtering to force make it produce saline water.Nexela wrote: Hmmm, oh yeah, replace_result stuff doesn't work (yet)
- Thu May 17, 2018 9:14 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 273965
Re: pY HighTech Discussion
I"ve noticed a peculiarity with the recipes. Zipir recipe is defined as follows: RECIPE { type = 'recipe', name = 'zipir-carcass', category = 'zipir', enabled = false, energy_required = 60, ingredients = { {type = 'item', name = 'stone-wool', amount = 5}, {type = 'fluid', name = 'water', amount...
- Wed May 09, 2018 3:24 pm
- Forum: Pending
- Topic: [Rseding91] [0.16.37] Inserters stop working (angels + bobs modded)
- Replies: 16
- Views: 7434
Re: [Rseding91] [0.16.37] Inserters stop working (angels + bobs modded)
Hello, I seem to have stumbled into the same or a related issue with insterters stalling, this time with direct insertion between assemblers and a different mod pack (Pyanodon's). As you can see on the second and third image, the machine on the bottom has all the products evacuated, except coal whic...
- Wed May 02, 2018 4:07 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 273965
Re: pY HighTech Discussion
Without bobs the handcraftable recipe produce circuit board 1 instead of the pcb1 in a game with bob. The buildings are changed the same way, circuit board 1 instead of pcb1, so there is no need for a handcraftable pcb1 in a game without bob. The only building where you need pcb1 is the chipshooter...
- Wed May 02, 2018 3:32 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 273965
Re: pY HighTech Discussion
Also the output for each pcb and circuit board are 3, same for automated versions... I just want to point out that the automated circuit boards 1 produce not 3, but 2 per craft. Handcrafted circuit boards 1 produce 3 per craft. Not a huge deal, but possibly a small oversight, as you seem to be impl...
- Wed May 02, 2018 11:29 am
- Forum: Not a bug
- Topic: [0.16.39] ingredient_count not enforced universally
- Replies: 5
- Views: 1938
Re: [0.16.39] ingredient_count not enforced universally
I'm sorry, I think I figured it out, it's just that the fluid ingredients are not counted towards the ingredient_count limit. Please delete the topic.
- Wed May 02, 2018 11:06 am
- Forum: Not a bug
- Topic: [0.16.39] ingredient_count not enforced universally
- Replies: 5
- Views: 1938
Re: [0.16.39] ingredient_count not enforced universally
May be that maximal amount of (#ingredients) is same as (ingredient_count + 1)? So if you have ingredient_count = 4 then you can have up to 5 ingredients? I tried more examples and that's not it, but there seems to be some truth to it. The centrifuge won't accept anything above 2, neither 5, nor 4,...
- Wed May 02, 2018 9:44 am
- Forum: Not a bug
- Topic: [0.16.39] ingredient_count not enforced universally
- Replies: 5
- Views: 1938
[0.16.39] ingredient_count not enforced universally
It seems that the ingredient_count restriction on what recipes a machine can make is only enforced for some machines and/or categories. Steps to reproduce: declare a recipe in the crafting category "chemistry" or in a new custom category with more ingredients that the corresponding machine...