Search found 1284 matches

by sparr
Wed Sep 09, 2020 4:18 pm
Forum: Not a bug
Topic: joining of fluids
Replies: 6
Views: 911

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.
by sparr
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: 522

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 ...
by sparr
Wed Sep 09, 2020 4:13 pm
Forum: Implemented mod requests
Topic: Refresh the GUI for an entity
Replies: 3
Views: 785

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...
by sparr
Wed Sep 09, 2020 4:47 am
Forum: Implemented mod requests
Topic: Refresh the GUI for an entity
Replies: 3
Views: 785

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...
by sparr
Tue Sep 08, 2020 5:07 pm
Forum: Not a bug
Topic: [1.0]wrong max length value underground belt recipies
Replies: 12
Views: 1546

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...
by sparr
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: 11
Views: 1931

[1.0.0] more trains fit between signals than the preview shows on c

0eNqlltuOmzAQhl+l8k1vAPlsnGeo1N5XUcUSK7FE7AhItlHEu9cEQkp3sg3OHcaeb37PQZ4LequO5lBb16LVBdnSuwatfl5QY7euqPp/7flg0ArZ1uxRglyx71d1YSvUJci6jfmNVqRbJ8i41rbWDPbXxfmXO+7fTB0OTJblsT6ZTXoFJOjgm2DjXe8ocFImaYLOaMVkHugbW5ty2CZd8gFKZ3LScldYl47CITTJxABX4WuO5wCeTfjKl37vW3syIJeNVJlhJoiQtIf72gZeMZzEyTV+TW/z7v0maOcd4J...
by sparr
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: 556

[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, ...
by sparr
Mon Sep 07, 2020 12:24 am
Forum: Ideas and Suggestions
Topic: Tunnel or bridges for trains
Replies: 108
Views: 31414

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.
by sparr
Sun Sep 06, 2020 10:02 pm
Forum: Already exists
Topic: Expose the fluid mixing prevention check
Replies: 2
Views: 973

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!
by sparr
Sun Sep 06, 2020 7:41 pm
Forum: Already exists
Topic: Expose the fluid mixing prevention check
Replies: 2
Views: 973

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.
by sparr
Sun Sep 06, 2020 4:53 pm
Forum: Reika's Mods
Topic: Oreverhaul - Much more control over oregen and related progression
Replies: 6
Views: 3471

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.
by sparr
Sun Sep 06, 2020 4:49 pm
Forum: Modding help
Topic: Searching For References
Replies: 4
Views: 660

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...
by sparr
Sun Sep 06, 2020 4:47 pm
Forum: Not a bug
Topic: [1.0]wrong max length value underground belt recipies
Replies: 12
Views: 1546

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.
by sparr
Sun Sep 06, 2020 4:42 pm
Forum: Ideas and Suggestions
Topic: Tab to focus numeric textfield selects the text
Replies: 25
Views: 3141

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...
by sparr
Sun Sep 06, 2020 7:05 am
Forum: Ideas and Suggestions
Topic: Tab to focus numeric textfield selects the text
Replies: 25
Views: 3141

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.
by sparr
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: 1304

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...
by sparr
Sat Sep 05, 2020 9:52 pm
Forum: Ideas and Suggestions
Topic: Tab to focus numeric textfield selects the text
Replies: 25
Views: 3141

Re: Tab to focus numeric textfield selects the text

ssilk wrote:
Sat Sep 05, 2020 9:39 pm
Merged with existing topic -- ssilk
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.
by sparr
Sat Sep 05, 2020 5:56 pm
Forum: Ideas and Suggestions
Topic: Tab to focus numeric textfield selects the text
Replies: 25
Views: 3141

Tab to focus numeric textfield selects the text

When I press tab to move the focus into a numeric textfield containing "50", it is really unlikely that what I want to change it to is "501" or "50999", and very likely that I want to change it to "1" or "999". To that end, the UX would be streamline...
by sparr
Sat Sep 05, 2020 5:44 pm
Forum: Implemented Suggestions
Topic: Option to load only half of animation frames
Replies: 3
Views: 739

Re: Option to load only half of animation frames

Luckily there is already a similar mode in Factorio (due to the same restriction): https://forums.factorio.com/viewtopic.php?t=9300 -> I think "REDUCE SPRITE RESOLUTION" is you thing. :) It just halves the sprite resultion while loading, which reduce the memory size by factor 4. Does it r...
by sparr
Sat Sep 05, 2020 5:40 pm
Forum: Modding interface requests
Topic: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
Replies: 10
Views: 1304

Re: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies

How would you handle clashes, where both the dependency that's specified, and a mod that's fulfilling the requirement be handled? I think "provides" would imply "conflicts". I missed the part where it's someone else's graphics pack you want to replace? That sucks that they lump ...

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