Search found 12 matches

by kid2407
Fri Sep 13, 2024 8:17 am
Forum: Ideas and Requests For Mods
Topic: Wider quickbar
Replies: 29
Views: 6992

Re: Wider quickbar

zerwiport wrote: Wed Sep 11, 2024 4:49 pm I can't push it to early because I don't want to do migrations so base need to be stable.
A wise choice.
by kid2407
Tue Aug 06, 2024 6:56 am
Forum: Ideas and Requests For Mods
Topic: Zoomed-Out Map View Timelapse Mod Request
Replies: 1
Views: 392

Re: Zoomed-Out Map View Timelapse Mod Request

A quick search of "screenshot" in the API docs suggests you can only make screenshot of the "normal" view and the technology screen, nothing else as of now.
by kid2407
Fri Jun 28, 2024 12:25 pm
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Train Grid
Replies: 2
Views: 1090

Re: [REQUEST] Train Grid

Certainly seems possible using https://lua-api.factorio.com/latest/events.html#on_chunk_generated.

So you want just a number of lanes going north - south and west - east in any given chunk?
Assuming there can be tiles placed, of course - or just ovveride to oblivion and put landfill under them ...
by kid2407
Tue Aug 22, 2023 1:08 pm
Forum: Ideas and Requests For Mods
Topic: [Mod idea] Acid immunity equipment
Replies: 1
Views: 921

Re: [Mod idea] Acid immunity equipment

It seems simple enough for that to be made, of course needs some balancing and a bit of research and art. My guess is mostly the prototype-data for items, research and the art.
by kid2407
Tue Dec 22, 2020 6:41 am
Forum: Ideas and Suggestions
Topic: Output more bot stats from roboport circuit network: charging bots and waiting to charge bots
Replies: 5
Views: 2583

Re: Output more bot stats from roboport circuit network: charging bots and waiting to charge bots


I'm not sure the roboport is aware of the bot charging queue.

It actually is aware, at least the LuaLogisticCell via the attributes charging_robot_count and to_charge_robot_count Not too sure how you would go about expanding the properties / signals as found int the LuaRoboportControlBehavior ...
by kid2407
Mon Jun 29, 2020 5:52 am
Forum: Mod portal Discussion
Topic: New Design: "Login successful" partly hidden
Replies: 0
Views: 988

New Design: "Login successful" partly hidden

After logging into the mod portal, the dialogue reporting a successful login is party hidden behind the tabs for sorting:
Bildschirmfoto vom 2020-06-29 07-47-37.png
Bildschirmfoto vom 2020-06-29 07-47-37.png (482.11 KiB) Viewed 988 times
This should be fixed, so the dialogue always appears on top of everything else.
by kid2407
Wed Mar 11, 2020 6:57 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 168578

Re: [MOD 0.18] KRASTORIO^2

That sounds very interesting, it seems it is time for my first modpack :D

If needed, I can help out with the German translation.
by kid2407
Tue Mar 03, 2020 2:38 pm
Forum: Releases
Topic: Version 0.18.10
Replies: 16
Views: 17440

Re: Version 0.18.10

Added Instrument Mode to support mod development tools.
I want more details on this, please.
by kid2407
Fri Feb 28, 2020 12:33 pm
Forum: Ideas and Requests For Mods
Topic: Mod help menu
Replies: 2
Views: 1510

Re: Mod help menu

So you are thinking of something like the man pages for Linux but just for Factorio mods? Might be useful especially for big modpacks where you don't know every single mod.
by kid2407
Thu Feb 27, 2020 2:53 pm
Forum: Ideas and Requests For Mods
Topic: [IDEA] Train Depot - A building where you can store and automatically build trains
Replies: 2
Views: 1534

[IDEA] Train Depot - A building where you can store and automatically build trains

The title basically says it all: Is such a building feasible as a mod with the current API? If not, what would we need to properly build it?

Now, some more details on how i would like it to work / it may work:
* An item + corresponding Entity when placed down - no problem
** Has a GUI - sure, we ...

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