Search found 40 matches

by -DeadlyKitten
Thu Dec 15, 2022 11:33 pm
Forum: Wiki Talk
Topic: Console page, set destructible = false
Replies: 1
Views: 470

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 he...
by -DeadlyKitten
Sat Jul 30, 2022 3:32 am
Forum: Technical Help
Topic: blueprint library gone.
Replies: 3
Views: 1153

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: 1153

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 fou...
by -DeadlyKitten
Sun May 08, 2022 5:51 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83677

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: 789

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 hav...
by -DeadlyKitten
Sat May 07, 2022 9:48 pm
Forum: Modding interface requests
Topic: Allow event for a cliff being destroyed
Replies: 2
Views: 783

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 explosive l...
by -DeadlyKitten
Sat Dec 18, 2021 5:19 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83677

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 weight during...
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: 2335

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 wrong a...
by -DeadlyKitten
Fri Oct 22, 2021 5:25 pm
Forum: Implemented mod requests
Topic: Linked chest wire interface
Replies: 11
Views: 4195

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: 4195

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 storage of...
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: 982

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 is on ...
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: 2019

[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 new...
by -DeadlyKitten
Mon Sep 13, 2021 5:42 am
Forum: Modding interface requests
Topic: spill_item_stack() causes heavy lag
Replies: 4
Views: 1083

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&...
by -DeadlyKitten
Mon Sep 13, 2021 5:38 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83677

Re: Small documentation improvement requests

please fix surface.spill_item_stack the documantion currently only tells what the first 2 fields do but i found this command with 5 inputs in a mod player.surface.spill_item_stack(player.position, inventory, true, player.force, true) -> Not sure which docs you are looking at, but Surface.spill_item...
by -DeadlyKitten
Sun Sep 05, 2021 7:57 am
Forum: Not a bug
Topic: [1.1.38] spill_item_stack causes heavy lag
Replies: 2
Views: 1025

[1.1.38] 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&...
by -DeadlyKitten
Mon Jan 11, 2021 6:02 am
Forum: Ideas and Suggestions
Topic: New Feature: Allow reordering logistics requester slots
Replies: 43
Views: 16108

change request location / 'a request for this item already exists' / Quick rearranging of the logistics config

TL;DR One sentence to describe your idea with a bit different words than in the subject when you click on a request slot when there is already a request slot move the request location instead of giving an error What ? when in the invintory looking at the logistic menu, click on an empty box and req...

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