Search found 1521 matches

by sparr
Fri Jun 13, 2025 5:15 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
Replies: 17
Views: 4310

Re: 8 Lane Scissor Filter Sushi Bus for Fulgora

Have you tried pulling two different items, one or two belts each, in the same blueprint? I think interleaving two of these in a single blueprint might be significantly smaller than putting two copies of this end to end.
by sparr
Fri Jun 13, 2025 5:14 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
Replies: 17
Views: 4310

Re: 8 Lane Scissor Filter Sushi Bus for Fulgora

Have you considered parameterizing the blueprint so you can choose a new item all at once when placing it instead of having to edit a splitter then copy its settings each time?
by sparr
Fri Jun 13, 2025 5:10 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
Replies: 17
Views: 4310

Re: 8 Lane Scissor Filter Sushi Bus for Fulgora

This looks pretty neat. I have one question/concern though...

In the middle, there's one extra splitter not necessary to the functioning of the design here. It mixes the two temporary middle belts. I know that mixing sushi belts is generally good, but you aren't doing any other mixing here so this ...
by sparr
Thu Jun 12, 2025 10:58 pm
Forum: Modding interface requests
Topic: Splitter prototype - Disable ability to set priorities or filter
Replies: 2
Views: 559

Re: Splitter prototype - Disable ability to set priorities or filter

I would love to be able to have this as part of progression in a mod pack.
by sparr
Thu Jun 12, 2025 10:57 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis/raiguard][2.0.47] Space platform foundation with only 1 texture for edge tiles
Replies: 6
Views: 2668

Re: [Genhis/raiguard][2.0.47] Space platform foundation with only 1 texture for edge tiles

Kudos to the devs for having a fallback mode to run on 1GB of VRAM (or less?)!
by sparr
Thu Jun 12, 2025 11:43 am
Forum: Ideas and Suggestions
Topic: [2.0.55] Sync mods disables debug adapter
Replies: 0
Views: 365

[2.0.55] Sync mods disables debug adapter

Syncing mods with a save and restarting will, by default, disable the debug adapter mod. This will result in the game failing to restart if you were previously using that mod and the relevant command line parameter.

The player has to find the debug adapter mod in the sync dialog and manually enable ...
by sparr
Wed Jun 11, 2025 11:48 am
Forum: Modding interface requests
Topic: Alternative to build_from_cursor with same non-cursor-related features
Replies: 8
Views: 1168

Re: Alternative to build_from_cursor with same non-cursor-related features

protocol_1903 wrote: Wed Jun 11, 2025 6:01 amfor this and other scenarios like it
Elaborating on other uses cases would probably at least slightly increase the chances of something like this getting implemented.
by sparr
Tue Jun 10, 2025 11:54 pm
Forum: Technical Help
Topic: [2.0.55] Game fails to start
Replies: 10
Views: 1676

Re: [2.0.55] Game fails to start

If I had to guess, I'd say something on your computer is killing the process. I've never seen Factorio exit with nothing in the log to even indicate it's exiting, let alone why.
by sparr
Tue Jun 10, 2025 9:51 pm
Forum: Modding interface requests
Topic: on_post_built event, especially for blueprints
Replies: 4
Views: 699

Re: on_post_built event, especially for blueprints

I only don't want to connect entities within the same blueprint. I still want to connect an underground pipe in a blueprint to an underground pipe outside the blueprint.

Also another mod can modify their cursor stack before I check it.

PS: And I'd really prefer to have discussions of the larger ...
by sparr
Tue Jun 10, 2025 7:18 pm
Forum: Implemented mod requests
Topic: Last placed concrete tile
Replies: 2
Views: 737

Re: Last placed concrete tile

Bump. After a long adventure through many layers of problems trying to get https://mods.factorio.com/mod/automatic-underground-pipe-connectors working using build_from_cursor instead of create_entity, I'm giving up and going back to the drawing board on using create_entity, and that means I need to ...
by sparr
Tue Jun 10, 2025 7:06 pm
Forum: Technical Help
Topic: [2.0.55] Game fails to start
Replies: 10
Views: 1676

Re: [2.0.55] Game fails to start

That's a remarkably short log. Do you see the same contents in the current and previous log files after encountering the problem twice?
by sparr
Tue Jun 10, 2025 3:41 pm
Forum: Won't implement
Topic: Identify entities whose on_built_entity hasn't triggered yet
Replies: 9
Views: 1470

Re: Identify entities whose on_built_entity hasn't triggered yet

OK, how about a more limited scope, *just* for entities being created by a blueprint?
by sparr
Tue Jun 10, 2025 3:40 pm
Forum: Modding interface requests
Topic: on_post_built event, especially for blueprints
Replies: 4
Views: 699

Re: on_post_built event, especially for blueprints

That would be my strategy. Set a flag in on_pre_built, check the flag in on_built_entity, clear the flag in on_post_built.
by sparr
Tue Jun 10, 2025 3:11 pm
Forum: Modding interface requests
Topic: Alternative to build_from_cursor with same non-cursor-related features
Replies: 8
Views: 1168

Re: Alternative to build_from_cursor with same non-cursor-related features

PS: This is an XY post. The underlying problem/goal here is to place pipe ghosts on Aquilo with the necessary tiles under them. The broader inquiry into how to solve that sort of problem with that mod is at viewtopic.php?t=129325
by sparr
Tue Jun 10, 2025 3:09 pm
Forum: Won't implement
Topic: Identify entities whose on_built_entity hasn't triggered yet
Replies: 9
Views: 1470

Re: Identify entities whose on_built_entity hasn't triggered yet

PS: This is an XY post. The underlying problem/goal here is finding a way to prevent https://mods.factorio.com/mod/automatic-underground-pipe-connectors from building a pipe ghost between two new underground pipe ghosts in the middle of a blueprint placement. The broader inquiry into how to solve ...
by sparr
Tue Jun 10, 2025 3:05 pm
Forum: Modding interface requests
Topic: on_post_built event, especially for blueprints
Replies: 4
Views: 699

on_post_built event, especially for blueprints

When the player places a blueprint, one on_pre_built event fires, then one on_built_entity for each ghost that the blueprint creates.
This request is for an event that fires at the end of that process, indicating that the build process for the blueprint is finished. The event could fire for non ...
by sparr
Tue Jun 10, 2025 2:54 pm
Forum: Won't implement
Topic: Identify entities whose on_built_entity hasn't triggered yet
Replies: 9
Views: 1470

Re: Identify entities whose on_built_entity hasn't triggered yet

There are never events in the queue because there is no event queue [...] then runs over them 1 at a time I'm having trouble imagining how this can be true. Obviously I haven't seen the source code, but the only implementations of this I can think of involve access to a list of the entities that ...
by sparr
Tue Jun 10, 2025 2:37 pm
Forum: Modding interface requests
Topic: Alternative to build_from_cursor with same non-cursor-related features
Replies: 8
Views: 1168

Re: Alternative to build_from_cursor with same non-cursor-related features

Another approach to implementing this could be to start from build_from_cursor to make something like build_from_itemstack
by sparr
Tue Jun 10, 2025 2:35 pm
Forum: Ideas and Requests For Mods
Topic: Output SVG "screenshot" of [part of] game world
Replies: 0
Views: 790

Output SVG "screenshot" of [part of] game world

My end goal here is to be able to visualize part of the game world mid-tick while debugging another mod, so I don't have to keep mentally processing the positions and directions of entities that are being modified during the run of a script. A convenient side effect would be getting that ...
by sparr
Tue Jun 10, 2025 2:01 pm
Forum: Won't implement
Topic: Identify entities whose on_built_entity hasn't triggered yet
Replies: 9
Views: 1470

Re: Identify entities whose on_built_entity hasn't triggered yet

Similar results could be had from another angle if we had a way to query the events in the queue. Something like game.get_queued_events returning an array of pairs of event type and event data, for events queued to be handled by the current mod that haven't been triggered yet. Then I could loop ...

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