Search found 379 matches

by curiosity
Sun Jul 21, 2024 2:55 pm
Forum: Modding interface requests
Topic: Remove result and count from MinableProperties
Replies: 2
Views: 135

Re: Remove result and count from MinableProperties

boskid wrote: ↑
Sun Jul 21, 2024 9:36 am
I am not touching item ingredients because it creates insane amount of diffs around cost in technology prototype.
Why is this a problem, exactly?

Alternatively, if you are so opposed to changing technology prototype definition, split it off. Technology costs can only be tool prototypes anyway.
by curiosity
Fri Jul 19, 2024 1:40 am
Forum: Mod portal Discussion
Topic: Improving the Mod Portal Search
Replies: 38
Views: 6174

Re: Improving the Mod Portal Search

Hares wrote: ↑
Thu Jul 18, 2024 3:49 pm
That's what I called title. :D
So you don't want the actual title searched, or what?
by curiosity
Thu Jul 18, 2024 2:49 pm
Forum: Mod portal Discussion
Topic: Improving the Mod Portal Search
Replies: 38
Views: 6174

Re: Improving the Mod Portal Search

Hares wrote: ↑
Thu Jul 18, 2024 10:10 am
Secondly, prioritize fields to search in the following order: title -> tags -> short description -> long description
And mod name above them all.
by curiosity
Mon Jul 15, 2024 12:55 am
Forum: Modding interface requests
Topic: fluid burnt result
Replies: 4
Views: 222

Re: fluid burnt result

robot256 wrote: ↑
Sun Jul 14, 2024 8:21 pm
The Condenser Turbines in Space Exploration implement this with an assembler prototype and some awkward intermediate items and scripts. It would be a lot simpler if it were part of the engine.
That's not 1:1. Will still need awkward intermediate items.
by curiosity
Sun Jul 14, 2024 6:19 pm
Forum: Modding interface requests
Topic: A way to control which entities block enemy expansion
Replies: 0
Views: 75

A way to control which entities block enemy expansion

I would like if there was a way to tell the game if entities of a given prototype should be contributing to the enemy expansion protection. Ideally, also by how much.
by curiosity
Fri Jul 12, 2024 1:48 am
Forum: Mod portal Discussion
Topic: Limit the number of a direct dependencies per mod
Replies: 18
Views: 909

Re: Limit the number of a direct dependencies per mod

Merssedes wrote: ↑
Thu Jul 11, 2024 5:00 pm
OK. Are you able to write automated generation of such modpack?
Sure, why not.
by curiosity
Thu Jul 11, 2024 6:58 am
Forum: Mod portal Discussion
Topic: Limit the number of a direct dependencies per mod
Replies: 18
Views: 909

Re: Limit the number of a direct dependencies per mod

But IMHO, we gone offtopic. The point is, this suggestion will do nothing but add to the number of useless garbage mods, not to mention the additional garbage mods required by legitimate use cases. The increase in difficulty you point out is barely noticeable, and that's before any kind of automati...
by curiosity
Wed Jul 10, 2024 10:55 pm
Forum: Mod portal Discussion
Topic: Limit the number of a direct dependencies per mod
Replies: 18
Views: 909

Re: Limit the number of a direct dependencies per mod

Merssedes wrote: ↑
Wed Jul 10, 2024 6:36 pm
You can split entire list of 13k+ mods in 2 minutes?
Sure, with any editor that shows line number.
by curiosity
Tue Jul 09, 2024 8:54 pm
Forum: Mod portal Discussion
Topic: Limit the number of a direct dependencies per mod
Replies: 18
Views: 909

Re: Limit the number of a direct dependencies per mod

Merssedes wrote: ↑
Tue Jul 09, 2024 4:53 pm
List of just names (bash code):

Code: Select all

curl https://mods.factorio.com/api/mods?page_size=max|jq '.results[].name'
Case in point, coming up with that command is more work than splitting up the resulting list.
by curiosity
Tue Jul 09, 2024 7:27 am
Forum: Mod portal Discussion
Topic: Limit the number of a direct dependencies per mod
Replies: 18
Views: 909

Re: Limit the number of a direct dependencies per mod

You still need to parse the result. And I didn't say it was a lot of work, I only said it was more work than dividing them up.
by curiosity
Tue Jul 09, 2024 12:51 am
Forum: Mod portal Discussion
Topic: Limit the number of a direct dependencies per mod
Replies: 18
Views: 909

Re: Limit the number of a direct dependencies per mod

The point is that it will not be possible to make simply copying list of all mods on mod portal, it will require more work to make and even more to automate. So legitimate mods that actually require more dependencies will do it manually once. Mods that made just to add all mod portal as dependencie...
by curiosity
Mon Jul 08, 2024 6:00 am
Forum: Mod portal Discussion
Topic: Mod portal search doesn't find a work present in a mod's name
Replies: 7
Views: 396

Mod portal search doesn't find a work present in a mod's name

Apparently, this is a place to report bugs with search? When I try searching "rhythm", expecting to see Build Without Rhythm, I see no results.

[Koub] Split from the mod portal search discussion to make it into its own standalone bug report
by curiosity
Mon Jul 08, 2024 5:48 am
Forum: Mod portal Discussion
Topic: Limit the number of a direct dependencies per mod
Replies: 18
Views: 909

Re: Limit the number of a direct dependencies per mod

I suggest to add the limit for the number of a dependencies that mod can directly reference. Suggested limit: 100. For those who really need to have more dependencies, they can add intermediate mods to group them. Reasoning: I don't currently see valid use case for mods like this: * https://mods.fa...
by curiosity
Sat Jul 06, 2024 8:50 pm
Forum: Modding interface requests
Topic: Add Sprite4Way to ContainerPrototype
Replies: 5
Views: 257

Re: Add Sprite4Way to ContainerPrototype

It's the other way around. An entity needs to support rotation before having directional sprites has any meaning. Supporting direction/rotation implies there is sprite support for those directions. But there is no point is directional sprites if the entity doesn't support directions. The two are eq...
by curiosity
Sat Jul 06, 2024 1:08 am
Forum: Modding interface requests
Topic: Inverted collision masks and multiple collision boxes/masks per entity
Replies: 3
Views: 230

Re: Inverted collision masks and multiple collision boxes/masks per entity

This request was for something similar for different reasons, but the response likely applies here, too: https://forums.factorio.com/viewtopic.php?f=221&t=47567 There is a not insignificant number of times when Rseding said that something will never be added and then later it was added. I won't...
by curiosity
Sat Jul 06, 2024 1:04 am
Forum: Modding interface requests
Topic: Add Sprite4Way to ContainerPrototype
Replies: 5
Views: 257

Re: Add Sprite4Way to ContainerPrototype

FuryoftheStars wrote: ↑
Fri Jul 05, 2024 11:36 pm
I feel like this may be related?
viewtopic.php?f=28&t=100628
Only related. This is a better and more concrete request.
by curiosity
Sat Jun 29, 2024 10:00 pm
Forum: Resolved Requests
Topic: The meaningless value in dictionaries
Replies: 2
Views: 197

Re: The meaningless value in dictionaries

Hmm... Sorry, probably got confused with my coding setup, which is on 1.1.94. Could have sworn the site said "boolean" too when I checked...

Thank you, I will look forward to this change when I update.
by curiosity
Sat Jun 29, 2024 12:38 pm
Forum: Resolved Requests
Topic: The meaningless value in dictionaries
Replies: 2
Views: 197

The meaningless value in dictionaries

Can it be false? If it can't, consider specifying the value type directly as true instead of boolean. If it can, mention that.

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