Search found 21 matches

by Neutrality
Sat Nov 23, 2024 1:58 am
Forum: Ideas and Suggestions
Topic: Allow remotely moving items from spidertron logistic trash to its inventory
Replies: 3
Views: 192

Allow remotely moving items from spidertron logistic trash to its inventory

For instance, if I accidentally click "Trash unrequested", all items move into a spidertron's logistic trash, and if I uncheck the box, there is no way to move items back to its inventory, except by moving the spidertron into a logistic zone and re-requesting the items, or by moving the pl...
by Neutrality
Sat Nov 23, 2024 1:29 am
Forum: Not a bug
Topic: [2.0.20] Can't remove items from spidertron logistic trash remotely
Replies: 3
Views: 294

Re: [2.0.20] Can't remove items from spidertron logistic trash remotely

I don't want to move items with robots, I only want to move items from a spidertron's trash to its own inventory. For instance, if I accidentally click the "Trash unrequested" button, I can't move the items back to its inventory
by Neutrality
Fri Nov 22, 2024 2:56 am
Forum: Not a bug
Topic: [2.0.20] Can't remove items from spidertron logistic trash remotely
Replies: 3
Views: 294

[2.0.20] Can't remove items from spidertron logistic trash remotely

In remote view, items in a spidertron's logistic trash can't be moved to its inventory. You can remotely put items into the logistic trash by toggling "Trash unrequested", or having it on and disabling one of the logistic groups, but you can't remove items from the trash afterwards
by Neutrality
Tue Nov 19, 2024 5:31 am
Forum: Bug Reports
Topic: [2.0.15] "Read orbital requests" not working after disconnecting and reconnecting wire
Replies: 0
Views: 105

[2.0.15] "Read orbital requests" not working after disconnecting and reconnecting wire

Steps to reproduce: - (/cheat for the given save file) - Launch space platform - Set an orbital request - Hook up the rocket silo to an electric pole, and set it to "read orbital requests" - Observe that it reads the orbital request - Disconnect the wire and reconnect it The rocket silo no...
by Neutrality
Tue Nov 12, 2024 3:52 pm
Forum: Bug Reports
Topic: [2.0.15] Rocket part can't be used in parameterized blueprint train station names
Replies: 2
Views: 208

Re: [2.0.15] Rocket part can't be used in parameterized blueprint train station names

I used the /cheat command in this save but I originally saw it in a save without /cheat
by Neutrality
Tue Nov 12, 2024 6:02 am
Forum: Bug Reports
Topic: [2.0.15] Rocket part can't be used in parameterized blueprint train station names
Replies: 2
Views: 208

[2.0.15] Rocket part can't be used in parameterized blueprint train station names

I have a blueprint of a train with a schedule that looks like this: - "[parameter-0] out" until full cargo - "[parameter-1] gets [parameter-0]" until empty cargo with [parameter-0] and [parameter-1] being the special parameter icons I set up a "[rocket fuel icon] out" s...
by Neutrality
Thu Oct 31, 2024 2:21 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.13] Infinity chests don't show hidden items
Replies: 1
Views: 825

[Rseding91] [2.0.13] Infinity chests don't show hidden items

Prior to 2.0, infinity chests would show hidden items (more infinity chests, infinity pipes, energy interface, loaders, etc.), but they no longer do, even after using the

Code: Select all

/cheat
command. The only way to get infinity items is through console commands or mods un-hiding them.
by Neutrality
Tue Sep 05, 2023 12:24 am
Forum: Modding help
Topic: [1.1.87] Mod migrations (lua) not running in new save
Replies: 2
Views: 642

Re: [1.1.87] Mod migrations (lua) not running in new save

Perhaps the issue is only with the wording on https://lua-api.factorio.com/latest/auxiliary/data-lifecycle.html#save-startup According to that, migrations are run after on_init(), in saves where the mod is considered "new" ... A mod is considered new to the save either when the player star...
by Neutrality
Mon Sep 04, 2023 10:43 pm
Forum: Modding help
Topic: [1.1.87] Mod migrations (lua) not running in new save
Replies: 2
Views: 642

[1.1.87] Mod migrations (lua) not running in new save

I'm working on a new version of a mod. I updated the version number and added a lua migration file, but it doesn't run when I start a new save, even if I save and reload the game. It does get applied to existing saves that had an older version of the mod that hadn't run the migration file though, an...
by Neutrality
Mon Sep 04, 2023 9:58 pm
Forum: Ideas and Suggestions
Topic: Semantic ordering for mod migration files
Replies: 0
Views: 330

Semantic ordering for mod migration files

If I have these 3 files: migration-1.1.lua migration-1.2.lua migration-1.10.lua they are loaded in this order, assuming they are all run at once for a save: migration-1.1.lua migration-1.10.lua migration-1.2.lua because they are run in lexicographical order. It's possible to work around this if you ...
by Neutrality
Wed May 03, 2023 1:46 pm
Forum: Mods
Topic: [Mod 1.1] FactorioChem Proof-of-Concept
Replies: 3
Views: 1515

Re: [Mod 1.1] FactorioChem Proof-of-Concept

As a former Spacechem player, i am simply amazed that you managed to recreate this concept in factorio. Just wow! Kudos to you! Also i think this might get some attention of other mod makers, as this is the rare occurence of a really new mod concept. i would really like to see how you managed to cr...
by Neutrality
Tue May 02, 2023 9:02 pm
Forum: Mods
Topic: [Mod 1.1] FactorioChem Proof-of-Concept
Replies: 3
Views: 1515

[Mod 1.1] FactorioChem Proof-of-Concept

FactorioChem Mod link: https://mods.factorio.com/mod/FactorioChem Demo video: https://www.youtube.com/watch?v=N_FWJbBB50g FactorioChem Proof-of-Concept puzzle mod - SpaceChem in Factorio. SpaceChem by Zachtronics Industries. Design and shape molecules in 2D space within the confines of a single ite...
by Neutrality
Thu Apr 06, 2023 3:18 pm
Forum: Modding interface requests
Topic: Dynamically render item icon based on item data
Replies: 7
Views: 1594

Re: Dynamically render item icon based on item data

I mean, I wouldn't outright abandon what I'm working on, and there isn't really a better way to do the icons currently, that's what this feature request is for. I could have a smaller number of "grid shape" items where the sub-items are visually indistinguishable in the item icon, but I'd ...
by Neutrality
Tue Apr 04, 2023 2:39 am
Forum: Modding interface requests
Topic: Dynamically render item icon based on item data
Replies: 7
Views: 1594

Re: Dynamically render item icon based on item data

Currently what I have defines 57934 of the items I had planned, which is good enough for the mod experience to still work. It takes a little while to load, and it only seems to add about 200MB RAM or so (loaded a test world using ~700MB without items vs ~900MB with items). Most item selections don't...
by Neutrality
Tue Apr 04, 2023 2:23 am
Forum: Modding interface requests
Topic: Dynamically render item icon based on item data
Replies: 7
Views: 1594

Re: Dynamically render item icon based on item data

The idea I'm working on has items that are themselves dynamic 3x3 grids of smaller items. Each of the 9 cells can be one of many different smaller sub-items, which means that for X different sub-items that can go in the grid, there are X^9 different resulting grids. The actual math for the number of...
by Neutrality
Mon Apr 03, 2023 6:30 pm
Forum: Modding interface requests
Topic: Dynamically render item icon based on item data
Replies: 7
Views: 1594

Dynamically render item icon based on item data

I'd like to be able to 1) render multiple different images over an item icon based on data in that item, whether this feature uses an ItemWithInventory or ItemWithEntityData or something else, and 2) be able to read and write that data For my use case, currently I'm just generating a very very large...
by Neutrality
Sun Mar 20, 2022 12:06 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 1000spm ... in TradeRouteOverhaul
Replies: 1
Views: 2493

1000spm ... in TradeRouteOverhaul

map-noalpha.png Production statistics production.png TradeRouteOverhaul ( based on Singistics , fix for 1.1 ) takes Factorio's vanilla items and mechanics and turns it into a totally different game. Instead of building factories to refine tiers of items, you set up trade routes to trade items one f...
by Neutrality
Sat Aug 15, 2020 12:10 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Mega-base-in-a-box, 2.7k of all 7 sciences/min from raw resources, no bots, vanilla 0.17
Replies: 1
Views: 6816

Mega-base-in-a-box, 2.7k of all 7 sciences/min from raw resources, no bots, vanilla 0.17

Finished just in time for the 1.0 release :) For the last two months, in my free time after work I've been working on a factory that consumes raw resources at the top and produces a full blue belt (2700 spm) of science, with enough labs to consume them even for researches that take 60s per science p...
by Neutrality
Fri Jan 31, 2020 8:30 am
Forum: Not a bug
Topic: [0.17.79] Splitters not splitting items evenly
Replies: 4
Views: 1998

Re: [0.17.79] Splitters not splitting items evenly

Ok, I guess I had a misunderstanding then. I thought that each lane would deliberately alternate which splitter side it took from at any speed, even in the event that it had full streams coming from both inputs, but it sounds like that isn't the case.

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