Search found 356 matches

by PyroFire
Fri May 15, 2020 5:01 am
Forum: Ideas and Suggestions
Topic: 'Leave immediately' should not be the default behaviour for trains
Replies: 8
Views: 2453

Re: 'Leave immediately' should not be the default behaviour for trains

I disagree. "Stay in place forever" should be the option, and defaults to "leave immediately". Reasons: 1. backwards compatability, so you don't break factories relying on the existing "leave immediately" setting. 2. "Leave immediately" is more useful, because...
by PyroFire
Tue May 12, 2020 5:33 pm
Forum: Pending
Topic: Fluid wagon overfilled?
Replies: 2
Views: 951

Re: Fluid wagon overfilled?

could not replicate

Image

post save
by PyroFire
Tue May 12, 2020 5:02 pm
Forum: Not a bug
Topic: [0.18.24] Sprites save file size leak
Replies: 1
Views: 556

[0.18.24] Sprites save file size leak

*this is just the dead data in the global table heh... Seemed like a lot to me* Though i did manage to freeze factorio but running this command twice in quick succession? :D! /c global.sprites=global.sprites or {} for x,tbl in pairs(global.sprites)do for y,sp in pairs(tbl)do if(rendering.is_valid(sp...
by PyroFire
Tue May 12, 2020 3:41 pm
Forum: Won't implement
Topic: LuaControl.map_position
Replies: 1
Views: 910

LuaControl.map_position

FOR USE WITH [m] Map Overlay LuaControl.map_position = position the player is at on the map screen (center point) LuaControl.map_zoom = tells me how zoomed in the player is, specifically to determine of the surface is being drawn or if the map overlay is being drawn. LuaControl.map_is_open = exactly...
by PyroFire
Tue May 12, 2020 2:40 pm
Forum: Not a bug
Topic: [0.18.24] Prototype Explorer missing a back button
Replies: 2
Views: 534

[0.18.24] Prototype Explorer missing a back button

Pressing e just feels weird, where's the back button? :(


Also loving the addition, this will be very useful.
Thankyou!
by PyroFire
Mon May 11, 2020 12:52 pm
Forum: Ideas and Suggestions
Topic: Allow Inserters to take fuel from trains again
Replies: 50
Views: 12211

Re: Allow Inserters to take fuel from trains again

-1, i see no reason to change this for the niche use-case of upgrading a trains fuel.
Eventually that fuel will be replaced with the newer/better fuel over time so what's the issue?

Secondly,
Optera wrote:
Thu Jan 03, 2019 11:28 am
in older builds we could daisy chain boilers.
You can still do this.
by PyroFire
Mon May 11, 2020 12:44 pm
Forum: Ideas and Suggestions
Topic: Usage of mods should be concreted as an intended way to play
Replies: 3
Views: 1292

Re: Usage of mods should be concreted as an intended way to play

Why would i, or anyone else, intentionally want to prevent a mod giving me free achievements again? I'm personally quite happy with the vanilla experience, and those "QoL" actually hinder the quality of life for me. Why should my experience be judged by your standards of an inability to pl...
by PyroFire
Mon May 11, 2020 12:36 pm
Forum: Modding help
Topic: A list of questions I'm unsure about for my mod.
Replies: 6
Views: 2010

Re: A list of questions I'm unsure about for my mod.

1. Shortcut? No, but easily do-able. See darkfrei's post. 2. It's actually rather simple, you make it with lua. Just make the forces and the menu, make it popup at the right time, and there you go! 3. Increase wall hp with technology - Nope, this is hard-coded with the prototype. And for the effects...
by PyroFire
Sun May 10, 2020 12:12 pm
Forum: Modding discussion
Topic: Looking for examples of adding icons on top of player characters or enemies
Replies: 2
Views: 1201

Re: Looking for examples of adding icons on top of player characters or enemies

Code: Select all


events.on_event(defines.events.on_tick,function()
	for k,ent in pairs(ENTITIES_WE_WANT_SPRITES_TO_FOLLOW)do
		for i,sprite in pairs(global.sprite_cache[ent.unit_number])do
			rendering.set_position(sprite,ent.position)
		end
	end
end)
/thread
by PyroFire
Sat May 09, 2020 6:36 am
Forum: Mods
Topic: [MOD 0.18] Emojitorio
Replies: 3
Views: 1577

Re: [MOD 0.18] Emojitorio

10/10 would *torio again.
by PyroFire
Sat May 09, 2020 6:33 am
Forum: Modding help
Topic: How to get position of a projectile?
Replies: 3
Views: 1159

Re: How to get position of a projectile?

How are you getting the projectile to begin with?
There's no on_weapon_fired event.

Also what are you trying to do?
by PyroFire
Sat May 09, 2020 6:25 am
Forum: Ideas and Suggestions
Topic: Adopt mod uranium process to vanilla
Replies: 10
Views: 3002

Re: Adopt mod uranium process to vanilla

Reality doesn't translate to fun game mechanics. Example; satisfactory uranium and nuclear reactors almost instantly kills you when you stand near it. In reality, it's no where near as dangerous as it is portrayed. Uranium radiation isn't that strong, and the nuclear reactor is *encased in radiation...
by PyroFire
Sat May 09, 2020 5:28 am
Forum: Mods
Topic: [0.17+] Randotorio
Replies: 29
Views: 9330

Re: [0.17+] Randotorio

I finally realized the mod was now updated to 0.18.x and re-enabled the latest experimental branch, only to find that the mod would crash on load. Rolling back to 0.18.18, predictably, allowed it to load. It works with 0.18.19 as well. 0.18.20 is when it breaks. Those dastardly developers sabotaged...
by PyroFire
Tue Apr 28, 2020 3:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.21] Inconsistent beacon behavior
Replies: 2
Views: 2344

[0.18.21] Inconsistent beacon behavior

Applying a beacon to a machine requires it to have module_specification and allowed_effects defined. On an assembling machine, the module_specification can be size 0 and it will work, but not for a furnace. The furnace must have at least size one. What's with this weird inconsistent behavior? Found ...
by PyroFire
Tue Apr 28, 2020 2:42 pm
Forum: Not a bug
Topic: [0.18.21][Modding] Reactor entities do not share neighbour bonus
Replies: 4
Views: 1208

Re: [0.18.21][Modding] Reactor entities do not share neighbour bonus

+1, the warptorio reactor is supposed to give neighbor bonus to regular reactors, but hasn't for a long time.
by PyroFire
Tue Apr 28, 2020 2:32 pm
Forum: Not a bug
Topic: [0.18.21] assembling-machine-1's not affected by beacons
Replies: 1
Views: 682

[0.18.21] assembling-machine-1's not affected by beacons

Bug or Intended? assembling-machine-1's don't have allowed_effects and module_specification (with zero size) specified, meaning they cannot be affected by beacons.
by PyroFire
Mon Apr 27, 2020 4:10 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.18.21] Save screen glitch
Replies: 4
Views: 2484

Re: [0.18.21] Save screen glitch

Do you use script rendering or any properties that make things render base on force of a player? I do not. They're simply tiny electric poles. Nothing special about them beyond their size and not being aligned to grid, and more importantly, having 0 copper-wire-reach. It happens on the interior scr...
by PyroFire
Mon Apr 27, 2020 1:23 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.18.21] Save screen glitch
Replies: 4
Views: 2484

[posila][0.18.21] Save screen glitch

Mod: https://mods.factorio.com/mod/circuitissimo Save: [attached] Issue: https://i.gyazo.com/ec4670258b4052972a14e1127310c482.jpg Description: It's caused by electric-poles with zero copper wire reach. Why are they connecting like that? Weird. P.S. There's a sizeable lag spike when entering a combin...
by PyroFire
Sun Apr 26, 2020 8:37 pm
Forum: Gameplay Help
Topic: I can't place anything
Replies: 2
Views: 921

Re: I can't place anything

1. does it happen on new save?
2. MOD LIST (or post a save, any save, can be a new save, someone can sync to your mods using a save to test)

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