Search found 14 matches

by aaron311
Sun Feb 07, 2021 11:44 pm
Forum: This Forum
Topic: That feeling when it is 2am, there is no activity on the discord, and you are not motivated to grow the factory
Replies: 3
Views: 507

Re: That feeling when it is 2am, there is no activity on the discord, and you are not motivated to grow the factory

Koub wrote:
Sun Jan 17, 2021 9:12 am
A viable alternative could be to just go to bed, have a sleep, and let the motivation renew itself overnight.
Nah.

:mrgreen:
by aaron311
Sun Feb 07, 2021 11:43 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 205
Views: 27008

Re: Friday Facts #365 - Future plans

We want to make new things for Factorio because we like playing Factorio This. I'm sure you already know this, but *this* is why you made such a great game. Certainly, it's not the *only* reason Factorio is so good, but you can tell that Factorio just screams "we have played this to death and ...
by aaron311
Fri Feb 05, 2021 3:16 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 205
Views: 27008

Re: Friday Facts #365 - Future plans

Hi Wube, First off, I want to say that - like everyone here - I really think highly of y'all and what you've accomplished. So if you think an expansion is the right way to go from here, I am absolutely inclined to give you the benefit of the doubt and will be doing so. That being said, I felt I owed...
by aaron311
Mon Jan 04, 2021 7:20 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network
Replies: 118
Views: 13681

Re: Roboports should output missing materials to circuit network

I, too, would really like this feature. But as stated in this thread, after thinking about the problem and looking at various mods: https://mods.factorio.com/mod/GhostScanner https://mods.factorio.com/mod/logistic-signals I have also come to the realization that this feature: A) is NOT at all easy t...
by aaron311
Fri Apr 24, 2020 9:03 pm
Forum: Implemented mod requests
Topic: Add filter to find_entities_filtered to find only entities with to_be_deconstructed = true
Replies: 1
Views: 561

Re: Add filter to find_entities_filtered to find only entities with to_be_deconstructed = true

Just saw in the 0.18.20 release notes this is implemented. Thanks much! I'll be updating my mod this weekend to make use of this :-D

I assume this should be moved now to Implemented mod requests?

Thanks again!!
by aaron311
Tue Apr 21, 2020 2:45 am
Forum: Modding interface requests
Topic: Remove the ability to load bytecode through load()
Replies: 17
Views: 1033

Re: Remove the ability to load bytecode through load()

I also happen to be spending a lot of time in the VM's guts along the way, so I'm looking for other unchecked assumptions that need testing as I go too, but most of the ones I've found so far are pretty boring (posila mentioned a few of the ones that seemed interesting and got some work). We also l...
by aaron311
Mon Apr 20, 2020 7:10 pm
Forum: Modding interface requests
Topic: Remove the ability to load bytecode through load()
Replies: 17
Views: 1033

Re: Remove the ability to load bytecode through load()

posila wrote:
Mon Apr 20, 2020 4:35 pm
Feel free to share with lityge through private messages.
Okay, will do. Expect a PM this evening @lityge.
posila wrote:
Mon Apr 20, 2020 4:35 pm
Thank you for the email, by the way.
NP. Thank you for the great game! The factory must grow!
by aaron311
Mon Apr 20, 2020 7:09 pm
Forum: Modding interface requests
Topic: Remove the ability to load bytecode through load()
Replies: 17
Views: 1033

Re: Remove the ability to load bytecode through load()

@justarandomgeek Ahhhh, that makes sense. I can see the argument. Realistically, though, I'm just not sure the Lua VM interpreter can be locked down sufficiently well. The interpreter code just doesn't seem designed with that in mind. Then again, if anyone is to be successful at securing the interpr...
by aaron311
Mon Apr 20, 2020 3:58 pm
Forum: Modding interface requests
Topic: Remove the ability to load bytecode through load()
Replies: 17
Views: 1033

Re: Remove the ability to load bytecode through load()

What did your partial escape allowed you to do ? If you can send me the technical details I am very curious ! Hey, happy (and even eager) to share, but in my initial email note about the issue to the Factorio devs I promised to keep the details under wraps. So I'm gonna keep to that promise unless ...
by aaron311
Mon Apr 20, 2020 3:32 pm
Forum: Modding interface requests
Topic: Remove the ability to load bytecode through load()
Replies: 17
Views: 1033

Re: Remove the ability to load bytecode through load()

I don't know if you are the same person who emailed us a couple of weeks ago ... if so, I guess nobody responded to you (sorry). Hey ... I was the one who emailed, and yes, you folks *did* respond to me (thanks!). Since the cat's out of the bag now, I guess it sort-of no longer does any harm to com...
by aaron311
Mon Apr 13, 2020 3:55 am
Forum: General discussion
Topic: Prioritize personal roboport construction bots?
Replies: 14
Views: 1263

Re: Prioritize personal roboport construction bots?

Apologies for the thread necromancy, but I actually had the same problem. Yeah, I know, I shouldn't be building massive logistics networks across my base, but I can't resist! I'm addicted to massive networks. It's an illness, what can I say? :D Anyway (somewhat shameful) plug, I wrote a mod that all...
by aaron311
Sun Mar 29, 2020 1:16 pm
Forum: Mods
Topic: [MOD 0.18.x+] Tactical Construction (looking for some brave sucke- ahem - brave SOULS to try it under various scenarios)
Replies: 0
Views: 186

[MOD 0.18.x+] Tactical Construction (looking for some brave sucke- ahem - brave SOULS to try it under various scenarios)

Title: Tactical Construction Short Description: Tactical Construction provides a per-player toggle that - when enabled - prioritizes the local player's roboport for construction requests (as opposed to allowing construction requests to be satisfied by any statically-placed logistics network that ov...
by aaron311
Sun Mar 22, 2020 2:53 am
Forum: Modding interface requests
Topic: Allow force color to be locked/set
Replies: 0
Views: 228

Allow force color to be locked/set

Hi, This could quite possibly be a bad/terrible idea™ but here goes... Issue summary: I'd like to have a way to programmatically set/override a force's color. Or, if that's not possible/easy/advisable, lock it from alteration due to the first player in the force changing. Details: At present, a forc...
by aaron311
Sun Mar 22, 2020 2:39 am
Forum: Implemented mod requests
Topic: Add filter to find_entities_filtered to find only entities with to_be_deconstructed = true
Replies: 1
Views: 561

Add filter to find_entities_filtered to find only entities with to_be_deconstructed = true

Hi, Issue summary: I'd like to have a way to find only entities marked for deconstruction. Details: Currently to find to-be-deconstructed entities we have to find all entities then iterate them to filter the ones marked for deconstruction: local entities = surface.find_entities{area=bounds, force=.....

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