Search found 44 matches

by -DeadlyKitten
Sun Dec 22, 2024 12:54 am
Forum: Ideas and Suggestions
Topic: Allow cargo bay to be recived and build when there is no room
Replies: 0
Views: 154

Allow cargo bay to be recived and build when there is no room

I am submitting it as a bug report because I feels like the intension is to be able to set things up to happen automatically a lot of the time, and here it cannot be set to do that.
The suggestion is to allow Cargo bays and space platforms to be received by a space platform even if there is no ...
by -DeadlyKitten
Thu Dec 19, 2024 1:23 pm
Forum: Technical Help
Topic: How to make steam save achivments per save
Replies: 1
Views: 217

How to make steam save achivments per save

I used to play regularly on the stand alone version, where achievements are kept per save. After moving to the steam version I found that the achievements are synced between different saves. Is there a way to go back to the old behavior, where achievements are fresh between saves? probably either a ...
by -DeadlyKitten
Thu May 23, 2024 5:24 pm
Forum: Mod portal Discussion
Topic: Improving the Mod Portal Search
Replies: 46
Views: 11277

Re: Improving the Mod Portal Search

I previously posted a bug report on the mod search portal and was directed to repost it here

Bug report:

the search bar on https://mods.factorio.com/ does not always pull up the right mod at the top.

examples:
search "Milestones" and the top result is chinese (the mod "Milestones" is in slot 3 ...
by -DeadlyKitten
Wed May 15, 2024 6:39 am
Forum: Mod portal Discussion
Topic: Mods webpage does not pull up the mod searched for
Replies: 2
Views: 1191

Mods webpage does not pull up the mod searched for

the search bar on https://mods.factorio.com/ does not always pull up the right mod at the top.

examples:
search "Milestones" and the top result is chinese (the mod "Milestones" is in slot 3)
search "Spidertron Enhancements" and the mod "Spidertron Enhancements" is not even on screen

fix?
the ...
by -DeadlyKitten
Thu Dec 15, 2022 11:33 pm
Forum: Wiki Talk
Topic: Console page, set destructible = false
Replies: 1
Views: 1026

Console page, set destructible = false

I was looking around for info and found
https://forums.factorio.com/viewtopic.php?f=25&p=573021

In particular there is the useful line of code
/c game.player.selected.destructible = false

I suggest adding this to the list of console commands (https://wiki.factorio.com/Console)
I think this is ...
by -DeadlyKitten
Sat Jul 30, 2022 3:32 am
Forum: Technical Help
Topic: blueprint library gone.
Replies: 3
Views: 1763

Re: blueprint library gone.

thank you Hornwitser. it was at ~1kB the 2nd suggestion worked, I got the blueprints back from my planning save.
by -DeadlyKitten
Thu Jul 28, 2022 3:31 am
Forum: Technical Help
Topic: blueprint library gone.
Replies: 3
Views: 1763

blueprint library gone.

I use several installs, one of them is for
a) creating /testing mod and
b) a project where a base builds its self (using Recursive Blueprints)

the data for the latter is only in the blueprint library because i have to restart all the time (to test it still works)
after returning to the project I ...
by -DeadlyKitten
Sun May 08, 2022 5:51 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 110961

Re: Small documentation improvement requests

request to add information to https://wiki.factorio.com/Tutorial:Localisation about how to make a multi line description (\n turns into a newline character)
and how to create/change it programmatically (i dont know this but know it is posible)

-> Added the note on \n, programmatic creation (as in ...
by -DeadlyKitten
Sat May 07, 2022 9:56 pm
Forum: Modding interface requests
Topic: Allow event for a tree being damaged by pollution
Replies: 1
Views: 1101

Allow event for a tree being damaged by pollution

This is a request for a way to see when a tree has been damaged by pollution.

currently there is no event at all around the situation, the only way to tell is to check every tick if the tree has been damaged.

what i am looking for is some kind if event to be raised when the damage is taken.

PS I ...
by -DeadlyKitten
Sat May 07, 2022 9:48 pm
Forum: Modding interface requests
Topic: Allow event for a cliff being destroyed
Replies: 2
Views: 1109

Allow event for a cliff being destroyed

This is a request for a way to see when a cliff is being destroyed.

currently the only events raised are when the cliff exposive is thrown

on_pre_robot_exploded_cliff and
on_player_used_capsule

or after the cliff is dead already

on_robot_exploded_cliff (no way to tell when a player thown ...
by -DeadlyKitten
Sat Dec 18, 2021 5:19 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 110961

Re: Small documentation improvement requests

the page https://wiki.factorio.com/Types/SpawnPoint
lists this
Types/SpawnPoint ... evolution_factor or 1 ... spawn_weight or 2


in testing however i found that it is called weight not spawn_weight

-> It's called spawn_weight in the data stage (which is what the wiki page is about) and ...
by -DeadlyKitten
Sat Oct 30, 2021 9:21 pm
Forum: Ideas and Suggestions
Topic: improve usability of blueprints/ should not default to zero coordinates, but to context-sensitives
Replies: 7
Views: 2987

improve usability of blueprints with absolute reference

TL;DR
change snap to grid default to start with the correct values instead of 0,0

What ?
currently when you open a blueprint and click the snap to grid option, it defaults to an absolute reference and an offset of 0,0 this causes situitions like the following where the blueprint is lined up ...
by -DeadlyKitten
Fri Oct 22, 2021 5:25 pm
Forum: Implemented mod requests
Topic: Linked chest wire interface
Replies: 11
Views: 5850

Re: Linked chest wire interface

Rseding91 wrote: Fri Sep 24, 2021 3:05 pm What's the use-case for reading what's in the chest? Since the contents are shared globally across all chests with that ID I don't see much point in reading the contents with wires.
we have given several answers now about why this is useful, can you please either implement it or respond?
by -DeadlyKitten
Fri Oct 15, 2021 5:03 pm
Forum: Implemented mod requests
Topic: Linked chest wire interface
Replies: 11
Views: 5850

Re: Linked chest wire interface

+1

Why allow connection to circuit network?

exactly the same reasons as normal chests link to the circuit network
automation

I found this issue when trying to make inserters keep 1 stack of each of a couple different item in the linked chest

another 2nd example would to increase effective ...
by -DeadlyKitten
Mon Oct 11, 2021 9:13 am
Forum: Modding interface requests
Topic: allow linked chests to connect to the circuit network
Replies: 2
Views: 1271

allow linked chests to connect to the circuit network

TL;DR
allow linked chests to connect to the circuit network like normal chests.


What ?
allow linked chests to connect to the circuit network

be able to read chest contents like with normal chests

would also be nice to be able to set the link string that determines what link network the chest ...
by -DeadlyKitten
Mon Sep 13, 2021 5:50 am
Forum: Not a bug
Topic: [1.1.38] crash if atempting to update a game when the exe was renamed
Replies: 5
Views: 2452

[1.1.38] crash if atempting to update a game when the exe was renamed

What did you do?
downloaded the standalone factorio
renamed factorio.exe to factorio_1_1_38.exe
used the auto update to update factorio

What happened?
the update failed

What did you expect to happen instead? It might be obvious to you, but do it anyway!
to get 2 exes, factorio_1_1_38.exe and the ...
by -DeadlyKitten
Mon Sep 13, 2021 5:42 am
Forum: Modding interface requests
Topic: spill_item_stack() causes heavy lag
Replies: 4
Views: 1468

spill_item_stack() causes heavy lag

the command spill_item_stack() causes unnecessarily heavy lag due to needing to find where to drop repeatedly.

this is shown in the following example
on my machine the following code takes 2 seconds.

/c player = game.player
for i=1,1 do
player.surface.spill_item_stack({0, 0}, {name="iron-plate ...

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