Search found 20 matches

by aaron311
Fri Mar 15, 2024 3:31 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 22137

Re: Friday Facts #402 - Lightspeed circuits

First off, I LOVE what you're doing with the expansion. Secondly, I LOVE your latest series of FFF. None of the following criticisms are intended to detract from either of these. :lol: I was super excited to see the wireless signal transmission feature of the Radars until I read this: So we decided ...
by aaron311
Sun Oct 23, 2022 6:45 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83078

Re: Small documentation improvement requests

Hello, I really found the "Data Lifecycle" documentation page very helpful when I was reading it the other day struggling to remember how the various initialization-related events worked. It's great, but there were a few outstanding questions in my mind after reading it. #1. I had a quest...
by aaron311
Thu Oct 20, 2022 11:25 pm
Forum: Modding help
Topic: Pedantic double-check: on_configuration_changed() always fires when game version changes?
Replies: 3
Views: 736

Re: Pedantic double-check: on_configuration_changed() always fires when game version changes?

Super helpful, thank you!

@boskid if it's all right with you I might try to distill your detailed answer into a small set of enhancements to be added to the Data Lifecycle documentation page.
by aaron311
Thu Oct 20, 2022 2:09 am
Forum: Modding help
Topic: Pedantic double-check: on_configuration_changed() always fires when game version changes?
Replies: 3
Views: 736

Pedantic double-check: on_configuration_changed() always fires when game version changes?

The (fantastic and very helpful) "Data lifecycle" documentation page says the following about on_configuration_changed(): [5] on_configuration_changed() This step runs for all mods if the save's mod configuration has changed. The configuration is considered to be different when the major g...
by aaron311
Mon Aug 08, 2022 1:24 am
Forum: Implemented mod requests
Topic: Allow force color to be locked/set
Replies: 4
Views: 2766

Re: Allow force color to be locked/set

Yo!

This feature was added in version 1.1.64. Can a mod move this thread to the 'implemented' folder?
by aaron311
Sat Jul 24, 2021 10:14 pm
Forum: Modding interface requests
Topic: LuaEntity attributes to associate robots and their delivery destinations
Replies: 10
Views: 2680

Re: LuaEntity attributes to associate robots and their delivery destinations

I know this is engaging in massive thread-necromancy here but I too really would be interested in this API. Thinking some way to: 1. Read current long-term destination entity (robot's target job). Write would be nice too, but admittedly the rules around this could be complex. 2. Read/write the curre...
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: 2679

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: 298
Views: 165063

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: 298
Views: 165063

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 / Roboports emit signals with missing blueprint items
Replies: 135
Views: 40289

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: 1889

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: Won't implement
Topic: Remove the ability to load bytecode through load()
Replies: 17
Views: 4807

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: Won't implement
Topic: Remove the ability to load bytecode through load()
Replies: 17
Views: 4807

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: Won't implement
Topic: Remove the ability to load bytecode through load()
Replies: 17
Views: 4807

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: Won't implement
Topic: Remove the ability to load bytecode through load()
Replies: 17
Views: 4807

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: Won't implement
Topic: Remove the ability to load bytecode through load()
Replies: 17
Views: 4807

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: 4454

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: 721

[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: Implemented mod requests
Topic: Allow force color to be locked/set
Replies: 4
Views: 2766

Allow force color to be locked/set

Hi, This could quite possibly be a bad/terrible ideaβ„’ 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: 1889

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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