Search found 1327 matches
- Wed Sep 09, 2020 10:17 pm
- Forum: Ideas and Suggestions
- Topic: "Each" Signal Choice as Stack Size Control Signal
- Replies: 22
- Views: 7848
Re: Set filter inserter stack size based on filter signals when control signal is blank
No max or min, it would just use the signal for the item it's picking up. Picking up iron ore? Stack size is the iron ore signal. Picking up coal? Stack size is the coal signal.
- Wed Sep 09, 2020 8:46 pm
- Forum: Ideas and Suggestions
- Topic: "Each" Signal Choice as Stack Size Control Signal
- Replies: 22
- Views: 7848
Set filter inserter stack size based on filter signals when control signal is blank
Currently you can set filters on a filter inserter with any positive signal, and you can set the stack size with some specific control signal. However, if you send multiple item signals then there's no way to say "pick up as many foo as you can, but limit stack size to n if you are picking up b...
- Wed Sep 09, 2020 6:49 pm
- Forum: PyMods
- Topic: Building idle sounds are very busy
- Replies: 2
- Views: 1435
Building idle sounds are very busy
It seems weird to me that so many buildings in PyMods play their "busy" sound even when idle. Machinery clanking, vents hissing, etc. Is this intentional?
- Wed Sep 09, 2020 4:18 pm
- Forum: Not a bug
- Topic: joining of fluids
- Replies: 6
- Views: 1483
Re: joining of fluids
As far as I know, the built in fluid mixing prevention only reads pipe contents and entity fluid *outputs*, while ignoring inputs. You can't connect both outputs of a refinery or two-output chemical plant, but you can connect both inputs even if they want different fluids.
- Wed Sep 09, 2020 4:16 pm
- Forum: Won't implement
- Topic: on_next_tick handler that doesn't need special case in on_load
- Replies: 1
- Views: 825
on_next_tick handler that doesn't need special case in on_load
I want to do something next tick. Currently, as best I can discern through discussing with folks on Discord, the most way to do this without just leaving an on_tick handler always running is to register a handler for on_nth_tick(game.tick+1) and record that in global.something, then in on_load read ...
- Wed Sep 09, 2020 4:13 pm
- Forum: Implemented mod requests
- Topic: Refresh the GUI for an entity
- Replies: 3
- Views: 1265
Re: Refresh the GUI for an entity
No. That seemingly has no effect. I'm guessing because .opened only applies at the end of the tick processing. What does "work" is doing .opened=nil then waiting for the next tick (which is far more complicated than it should be, new request incoming) to do .opened=combinator. This achieve...
- Wed Sep 09, 2020 4:47 am
- Forum: Implemented mod requests
- Topic: Refresh the GUI for an entity
- Replies: 3
- Views: 1265
Refresh the GUI for an entity
I am modifying the signals for a constant combinator whose GUI is open and that GUI does not show the changes until it's closed and re-opened. I'd like to be able to tell it to refresh. PS: the alt mode render in the world already refreshes on its own, and so does the mini render in the GUI that sho...
- Tue Sep 08, 2020 5:07 pm
- Forum: Not a bug
- Topic: [1.0]wrong max length value underground belt recipies
- Replies: 12
- Views: 2596
Re: [1.0]wrong max length value underground belt recipies
The "length" in question here is the *underground* length, not the total belt length. If you consider that each underground belt entity has half a tile of above-ground belt and half a tile of below-ground belt then the math all works out. One pair of underground entities is 0.5+0.5=1 tiles...
- Tue Sep 08, 2020 8:40 am
- Forum: Not a bug
- Topic: [1.0.0] more trains fit between signals than the preview shows on c
- Replies: 17
- Views: 3681
[1.0.0] more trains fit between signals than the preview shows on c
0eNqlltuOmzAQhl+l8k1vAPlsnGeo1N5XUcUSK7FE7AhItlHEu9cEQkp3sg3OHcaeb37PQZ4LequO5lBb16LVBdnSuwatfl5QY7euqPp/7flg0ArZ1uxRglyx71d1YSvUJci6jfmNVqRbJ8i41rbWDPbXxfmXO+7fTB0OTJblsT6ZTXoFJOjgm2DjXe8ocFImaYLOaMVkHugbW5ty2CZd8gFKZ3LScldYl47CITTJxABX4WuO5wCeTfjKl37vW3syIJeNVJlhJoiQtIf72gZeMZzEyTV+TW/z7v0maOcd4J...
- Mon Sep 07, 2020 1:38 am
- Forum: Not a bug
- Topic: [1.0.0] util.moveposition only works with array-like positions
- Replies: 2
- Views: 899
[1.0.0] util.moveposition only works with array-like positions
https://github.com/wube/factorio-data/blob/ea4de4617e6f7c8e5c58f99a777daa5bbd841f48/core/lualib/util.lua#L114-L131 This function only works with positions that look like {5,1}, not the kind that look like {x=5,y=1} which come from the API. I've written a version that honors both types of positions, ...
- Mon Sep 07, 2020 12:24 am
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 43981
Re: An argument for train tunnels (again..)
That ridiculous train ramp mod (Renai Transportation, which also has other novelties like power pole ziplines and throwing inserters) could be re-skinned as potentially the best tunnel or bridge mod so far.
- Sun Sep 06, 2020 10:02 pm
- Forum: Already exists
- Topic: Expose the fluid mixing prevention check
- Replies: 2
- Views: 1572
Re: Expose the fluid mixing prevention check
I take it from your question that can_place_entity{..., build_check_type=defines.build_check_type.manual} performs the fluid mixing prevention check? If so then yes, I can use that. TIL, thanks!
- Sun Sep 06, 2020 7:41 pm
- Forum: Already exists
- Topic: Expose the fluid mixing prevention check
- Replies: 2
- Views: 1572
Expose the fluid mixing prevention check
I would like to skip a create_entity if the player manually creating the entity would fail due to the built in fluid mixing prevention check. I know that I could reimplement the check in my mod, but that seems wasteful.
- Sun Sep 06, 2020 4:53 pm
- Forum: Reika's Mods
- Topic: Oreverhaul - Much more control over oregen and related progression
- Replies: 6
- Views: 4744
Re: Oreverhaul - Much more control over oregen and related progression
Mod settings in a config file make this mostly a nonstarter for multiplayer.
If you'd like some help getting the settings into the in-game interface, come find me on the Factorio Discord and I'd be happy to brainstorm how to make them fit.
If you'd like some help getting the settings into the in-game interface, come find me on the Factorio Discord and I'd be happy to brainstorm how to make them fit.
- Sun Sep 06, 2020 4:49 pm
- Forum: Modding help
- Topic: Searching For References
- Replies: 4
- Views: 1105
Re: Searching For References
The three existing modules are not run by scripts. Their effects are applied by the game engine. For a custom type the basic approach would be to create a new module with none of the standard bonuses, then in your mod you would check for the presence of the module and change the behavior of the enti...
- Sun Sep 06, 2020 4:47 pm
- Forum: Not a bug
- Topic: [1.0]wrong max length value underground belt recipies
- Replies: 12
- Views: 2596
Re: [1.0]wrong max length value underground belt recipies
I think the technical explanation is that the distance is center to center?
A belt located at 0.5,0.5 (that is, occupying the tile spanning from 0,0 to 1,1) connects to a belt at 0.5,5.5.
A belt located at 0.5,0.5 (that is, occupying the tile spanning from 0,0 to 1,1) connects to a belt at 0.5,5.5.
- Sun Sep 06, 2020 4:42 pm
- Forum: Ideas and Suggestions
- Topic: Tab to focus numeric textfield selects the text
- Replies: 25
- Views: 5345
Re: Tab to focus numeric textfield selects the text
To be fair, my suggestion here should also apply in Select a Signal, but that's only because I intend for it to apply everywhere in the whole game UI. I'm a lot more interested in the settings dialog and custom mod UIs and the half dozen other places. Put another way, if you implemented my idea here...
- Sun Sep 06, 2020 7:05 am
- Forum: Ideas and Suggestions
- Topic: Tab to focus numeric textfield selects the text
- Replies: 25
- Views: 5345
Re: Cursor placement in "Select a signal"
I don't care how the min-max on personal logistic behaves. My request is specifically about after the user directly and manually focuses a numeric input. After they click or press tab. Basically the opposite of this thread, which is about automatically focusing.
- Sun Sep 06, 2020 12:06 am
- Forum: Modding interface requests
- Topic: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
- Replies: 10
- Views: 2113
Re: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
If you make a new graphics mod, it can load after the base mod and simply modify the graphics paths in the data structures added by the base mod. What I don't know is whether the game will ignore/purge assets that are not referenced by any entities. If not then you are probably right, and an altern...
- Sat Sep 05, 2020 9:52 pm
- Forum: Ideas and Suggestions
- Topic: Tab to focus numeric textfield selects the text
- Replies: 25
- Views: 5345
Re: Tab to focus numeric textfield selects the text
My request above was not related to this thread. I was referring to all numeric inputs, particularly in the settings dialogs, after they are already focused by the user. I was not asking for the focus behavior change discussed in this thread.