Search found 343 matches

by PyroFire
Thu Apr 09, 2020 8:34 am
Forum: Gameplay Help
Topic: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
Replies: 21
Views: 620

Re: personal roboport BUGGED ! won't fix cars or tanks.. (v0.17.79)

From what i see right here is a slow response from them a really SLOOOOOW RESPOND...... I take it you mean, they'll repair the car eventually .. but it takes a while to detect that repairs are needed. afaik this is working as intended, particularly if your map is very large and you have a lot of ro...
by PyroFire
Thu Apr 09, 2020 3:52 am
Forum: Ideas and Suggestions
Topic: "Drag-placing" power poles should ignore already built ones
Replies: 16
Views: 775

Re: "Drag-placing" power poles should ignore already built ones

5thHorseman wrote:
Thu Apr 09, 2020 2:10 am
factorio_powerpole.jpg
Ok that's just weird, this game is always evolving.
Well the more you know i guess.

Image
by PyroFire
Thu Apr 09, 2020 1:21 am
Forum: Ideas and Suggestions
Topic: "Drag-placing" power poles should ignore already built ones
Replies: 16
Views: 775

Re: "Drag-placing" power poles should ignore already built ones

I don't see any posts from wube so, This has been discussed in the past and if memory serves, this won't be done due to some technical reasons on how the pole dragging works. But it would be really nice if it could be. Oh well. And there's clearly some extra functionality built in where they'll guar...
by PyroFire
Thu Apr 09, 2020 1:12 am
Forum: Mods
Topic: [0.17+] Randotorio
Replies: 28
Views: 1893

Re: [0.17+] Randotorio

Silfir wrote:
Wed Apr 08, 2020 7:50 pm
Is the logic designed to only ensure a path to the rocket, or to ensure you can unlock every technology?
The logic is designed so you can (ideally) unlock every technology and craft every recipe, one way or another.
by PyroFire
Wed Apr 08, 2020 4:28 pm
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 38
Views: 2750

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

... for some players ... Can we get ... The only reason I want ... I support this too. grumble inducing? yes. This is what mods are for, and in this case it's one line. data.raw["electric-pole"]["big-electric-pole"].wire_reach=32 Someone feel free to turn this into a mod if it doesn't already exist...
by PyroFire
Wed Apr 08, 2020 4:11 pm
Forum: Mods
Topic: [0.17+] Randotorio
Replies: 28
Views: 1893

Re: [0.17+] Randotorio

I suspect there simply isn't a "Do I have access to the building to craft this" check in the code. Nice find with how ingredients for "furnaceable recipes" can't be duplicates. This seems like something that should actually prevent factorio from passing the data stage validation . No quick fix for ...
by PyroFire
Wed Apr 08, 2020 3:43 pm
Forum: Not a bug
Topic: [0.18.17] Different Smeltables with the same ingredients
Replies: 1
Views: 102

[0.18.17] Different Smeltables with the same ingredients

Found through Randotorio. https://forums.factorio.com/viewtopic.php?p=486916#p486916 Different Smeltables with the same ingredients creates a conflict where one of the recipes can't be used because there is no way to select a furnaces recipe like you can an assembler. E.g. if iron plates and copper ...
by PyroFire
Wed Apr 08, 2020 3:40 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Name my mod (about combinators)
Replies: 11
Views: 1041

Re: [Request] Name my mod (about combinators)

recursion Sadly there is no recursion. Combinators can only be so tiny. The mod works by literally using tiny combinators and duplicating your setup as it was on the inside, plus a bunch of tricks so you can't select the tiny ones and they appear to just be sprites, when they're actually real combi...
by PyroFire
Fri Jan 31, 2020 6:12 pm
Forum: Ideas and Suggestions
Topic: GG's Starlog 4 - Modular Gaming
Replies: 3
Views: 316

Re: GG's Starlog 4 - Modular Gaming

Sorry it took me so long to reply. Life happened. ... will try to reply to all of them in due time It happens, and that was all a bit of fun because your thoughts are generally very broad concepts, not much concrete or nailed down which is what is needed before anything can be expressed in code. I ...
by PyroFire
Sun Jan 05, 2020 9:20 am
Forum: Modding help
Topic: Synchronize two inserters filters and network connections
Replies: 4
Views: 195

Re: Synchronize two inserters filters and network connections

on_gui_closed and on_entity_settings_pasted
by PyroFire
Sat Jan 04, 2020 4:53 am
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.17.79] Script mismatch when migration contains require
Replies: 3
Views: 587

Re: [0.17.79] Script mismatch when migration contains require

require usually branches from the file that ran the function.

Try doing require("../test")
by PyroFire
Wed Jan 01, 2020 12:45 am
Forum: Modding help
Topic: How to prevent connection of different pipes?
Replies: 8
Views: 384

Re: How to prevent connection of different pipes?

It sounds like you're after a mix of different things. - Unique pipes that don't connect to eachother, for example if we added copper pipes and had a thing where those pipes don't connect to the iron ones. - Restricting specific fluids to specific types of pipes (e.g. if an iron pipe is carrying hot...
by PyroFire
Tue Dec 31, 2019 3:41 pm
Forum: Modding help
Topic: Event filter explanations
Replies: 11
Views: 447

Re: Event filter explanations

He needs to catch "-ore$". A single pattern on the event will do that because you can't do that with the event filter. He did not do that for some reason. It is possible to calculate which prototypes your mod will need to listen for before the event is fired, even with patterns. Event filters allow...
by PyroFire
Tue Dec 31, 2019 3:15 pm
Forum: Modding help
Topic: Event filter explanations
Replies: 11
Views: 447

Re: Event filter explanations

Was there an issue with catching all events from that category, and doing string.match(event.entity.name, "-ore$")? You missed his question about how to do this with event filters, and my explanation that to actually make use of the event filters when you need patterns, you can either use a fixed t...
by PyroFire
Tue Dec 31, 2019 3:00 pm
Forum: Ideas and Suggestions
Topic: Play sound on entity rotation - QoL
Replies: 12
Views: 617

Re: Play sound on entity rotation - QoL

... ... Defining position makes it not play globally for everyone on that surface/force/etc. Distance falloff as you'd expect. See also *Edit Gave it some thought and you could do the processing and conditions in lua and play it individually per player (if you really needed to): https://lua-api.fac...
by PyroFire
Tue Dec 31, 2019 1:39 pm
Forum: Modding interface requests
Topic: LuaForce.play_sound{surface=}
Replies: 5
Views: 236

Re: LuaForce.play_sound{surface=}

Is not force sensitive obviously. You got me there. I was looking at an old post where i made a similar suggestion. Guess we really do need surface specification on luaforce.playsound, if you want force-specific surface-specific sounds *Edit Gave it some thought and you could do the processing and ...
by PyroFire
Mon Dec 30, 2019 11:08 am
Forum: Modding help
Topic: Modifying a mod with another mod
Replies: 5
Views: 190

Re: Modifying a mod with another mod

Pi-C wrote:
Mon Dec 30, 2019 9:43 am
Wouldn't a dependency be safer?
It depends on what you're doing.
by PyroFire
Mon Dec 30, 2019 9:33 am
Forum: Modding help
Topic: Modifying a mod with another mod
Replies: 5
Views: 190

Re: Modifying a mod with another mod

is it possible to remove/change funcions or recipes from mods with another mod? It is not possible to change or remove functions in another mod. It is very easy to change recipes that were registered by another mod by simply ensuring your code runs after the data you need to modify is registered. T...

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