Search found 356 matches
- 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...
- Tue May 12, 2020 5:33 pm
- Forum: Pending
- Topic: Fluid wagon overfilled?
- Replies: 2
- Views: 951
Re: Fluid wagon overfilled?
could not replicate
post save
post save
- 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...
- 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...
- 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!
Also loving the addition, this will be very useful.
Thankyou!
- 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,
Eventually that fuel will be replaced with the newer/better fuel over time so what's the issue?
Secondly,
You can still do this.
- 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...
- 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...
- 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)
- 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.
- 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?
There's no on_weapon_fired event.
Also what are you trying to do?
- 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...
- 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...
- Thu Apr 30, 2020 3:43 am
- Forum: Duplicates
- Topic: [0.18.21] Free Landfill / Tile placement conditions are merely a suggestion / Softlock
- Replies: 1
- Views: 716
[0.18.21] Free Landfill / Tile placement conditions are merely a suggestion / Softlock
Mods Installed: None / Vanilla
- 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 ...
- 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.
- 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.
- 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...
- 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...
- 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)
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)