Search found 14 matches

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: 356

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: 356

[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: 211

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: 1071

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: 1071

[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: 1139

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: 1139

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: 1139

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: 1139

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: 2171

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: 5343

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: 1617

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.
by Neutrality
Fri Jan 31, 2020 5:23 am
Forum: Not a bug
Topic: [0.17.79] Splitters not splitting items evenly
Replies: 4
Views: 1617

[0.17.79] Splitters not splitting items evenly

I'm seeing that splitters aren't outputting items evenly from both sides. If I remove a transport belt from the output belts, then they mix fairly evenly, but if I restore it, it goes back to non-mixed (but possibly in different lanes). In the picture below, none of the splitters have filters. scree...

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