Search found 1743 matches

by Qon
Thu Jun 02, 2022 7:04 am
Forum: Modding help
Topic: [SOLVED] GUI table row caption, item-name or entity-name?
Replies: 2
Views: 169

Re: GUI table row caption, item-name or entity-name?

Kingdud wrote: ↑
Wed Jun 01, 2022 11:28 pm
P.S. any tips/references on how to make a collapsible window?
Add a button that deletes the thing you want to hide. Save state you want to keep, rebuild gui when uncollapsing and restore anything from the saved state.
by Qon
Thu Jun 02, 2022 5:51 am
Forum: Gameplay Help
Topic: Inconsistency between power and production
Replies: 6
Views: 282

Re: Inconsistency between power and production

Well the left one is the one that is most useful for both item production and electric network info and the one most look at. So maybe that's why? Main info to the left, additional less important info to the right. Item consumption doesn't include items that aren't consumed, like buildings. Electric...
by Qon
Wed Jun 01, 2022 5:46 pm
Forum: Mods
Topic: Editor Extensions - How to edit oil patch?
Replies: 3
Views: 116

Re: Editor Extensions - How to edit oil patch?

This topic is not about the mod Editor Extensions. It is about /editor mode.
Set intensity, write in whatever number you want.

You are allowed to move your cursor/brush to create whatever shape you like.
by Qon
Tue May 31, 2022 11:01 pm
Forum: Gameplay Help
Topic: Time comparison between clocks
Replies: 7
Views: 264

Re: Time comparison between clocks

Ahh, so does the β€œT < Z check -> output 1 T” not take a tick? It takes a tick. Not 2 ticks, there is no time between updates. The output is updated every tick, if you select the combinator you see it's inputs and outputs. The output is the result from input of the previous tick, and if you look at ...
by Qon
Mon May 30, 2022 11:49 am
Forum: General discussion
Topic: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
Replies: 8
Views: 618

Re: Alt-F4 #61 - Draftsman: A Python module for creating blueprints

Hmm, this reminds me of hacks with blueprints using higher levels than you already have of Bob's Adjustable Inserters... Wube decided that that exploit wasn't worth fixing, but they might change their minds if it becomes too frequent ? If you import blueprint from others or from external tools to a...
by Qon
Sun May 29, 2022 7:12 pm
Forum: General discussion
Topic: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
Replies: 8
Views: 618

Re: Alt-F4 #61 - Draftsman: A Python module for creating blueprints

BlueTemplar wrote: ↑
Sun May 29, 2022 5:51 pm
They did work for me (Firefox/Ubuntu) ..? :|

Looks very impressive and awesome ! :D
They work for me now too! Maybe they fixed it? Or it was a temporary issue with the server or my computer that fixed itself?
by Qon
Fri May 27, 2022 8:13 pm
Forum: General discussion
Topic: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
Replies: 8
Views: 618

Re: Alt-F4 #61 - Draftsman: A Python module for creating blueprints

If node counts, you could take a look at factorio-blueprint , which is actually linked in the article. It hasn't been updated in a while, but it might be sufficient if you just need simple modification/re-encoding. For this project, that should work. I mainly just need to dump a lot of signal data ...
by Qon
Fri May 27, 2022 4:17 pm
Forum: General discussion
Topic: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
Replies: 8
Views: 618

Re: Alt-F4 #61 - Draftsman: A Python module for creating blueprints

I was just considering making my own tool like that for my combinator computer that is used to control a self-expanding factory... :D
I would have preferred JavaScript though. Any chance you will make DraftsmanJS as well? ;)
by Qon
Wed May 25, 2022 3:17 pm
Forum: Ideas and Requests For Mods
Topic: Circuit Logistics/Send and store digitized items
Replies: 0
Views: 126

Circuit Logistics/Send and store digitized items

I might make a mod I'm considering making a mod (not a request!) that lets you digitize items and turn them into circuit signals which can then be materialized back into items anywhere you like, instantly or later. Goals and purpose The goal is to add a brand new type of logistics alternative to be...
by Qon
Wed May 25, 2022 1:01 am
Forum: Modding interface requests
Topic: alt_reverse_selection for Selection tools
Replies: 4
Views: 188

Re: alt_reverse_selection for Selection tools

That the fourth option doesn't exists, feels like a whole in the matrix to me. Seems reasonable. I agree with this. What I'm against is for selection tools by default to have a modifier to select the things outside the region. And I don't think you want it for your tool either. It's going to confus...
by Qon
Tue May 24, 2022 1:08 pm
Forum: Modding interface requests
Topic: alt_reverse_selection for Selection tools
Replies: 4
Views: 188

Re: alt_reverse_selection for Selection tools

I would like to create a selection tool that does the following things: alt_selection = Do something to all not selected entities. alt_reverse_selection = Do the opposite to all not selected entities. You want a tool to do something to every entity on every surface, except the things inside the sel...
by Qon
Fri May 20, 2022 11:01 pm
Forum: Ideas and Suggestions
Topic: Mod portal "favorit" feature
Replies: 6
Views: 239

Re: Mod portal "favorit" feature

A good idea. I can use bookmarks in my browser, but when I then install the mods I prefer to do so through the in game mod manager to get dependencies immediately and toggle mods on/off that don't fit together with new ones I test and so on. Now I have to search for all mods again in game client aft...
by Qon
Fri May 20, 2022 10:54 am
Forum: Ideas and Suggestions
Topic: Unified Statistics Panel
Replies: 11
Views: 1014

Re: Unified Statistics Panel

ssilk wrote: ↑
Fri May 20, 2022 6:20 am
I meant the modding feature that you can draw lines etc. onto ground and on the map (AFAIK).
Wrong. On ground, yes. But not on map.
by Qon
Tue May 17, 2022 9:38 pm
Forum: Ideas and Suggestions
Topic: Unified Statistics Panel
Replies: 11
Views: 1014

Re: Unified Statistics Panel

ssilk wrote: ↑
Sat May 14, 2022 7:07 am
You can paint on the map
You can? How? :shock:
by Qon
Tue May 17, 2022 9:35 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 64
Views: 8251

Re: New API Docs website

Hey, is it possible to get the link to the API docs site put to the top of the page for each site like the rest? The old mod portal layout had a link somewhere to the API docs. It's kind of weird I haven't been able to find the docs now from anywhere except by searching with an external web search ...
by Qon
Thu May 05, 2022 5:07 pm
Forum: Modding help
Topic: Spreading a table out over several ticks
Replies: 22
Views: 833

Re: Spreading a table out over several ticks

FuryoftheStars wrote: ↑
Thu May 05, 2022 3:04 pm
FuryoftheStars wrote: ↑
Thu May 05, 2022 12:25 pm
I noticed that at ~2k planters with ~1.5k saplings growing I was taking a 5-10 ups hit.
Whoops. Meant ~4k planters and ~3k-3.5k saplings.
Use the edit button.
by Qon
Wed May 04, 2022 10:53 am
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 25
Views: 1624

Re: No Deconstruction Timeout

Mind if I ask: why? The default is 2 hours but if you've marked something for deconstruction and over 2 hours later you still haven't gotten around to letting a robot work on it why is it important? Obviously it wasn't important since 2 hours has passed and it still wasn't handled. I'm making a sel...
by Qon
Sat Apr 30, 2022 9:09 am
Forum: Ideas and Suggestions
Topic: Make the laser turret max consumption show the most it can consume
Replies: 31
Views: 808

Re: Make the laser turret max consumption show the most it can consume

as it only happens once when the roboport is placed That’s a one time event, Wrong. If you lose power the buffers of your roboports and other enties will drain. This affects you a lot every time you blackout and makes the brownout spirals after buffers have been depleted even harder to recover from.
by Qon
Sun Apr 24, 2022 1:08 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Using a SAT Solver to optimize balancers
Replies: 2
Views: 620

Re: Using a SAT Solver to optimize balancers

That's cool! Maybe I should update my N-to-N-belt-belt balancer code (post with img , img ) to include these, and maybe clean them up a bit and maybe make bigger than 2048 belt balancers. ;) But a lot more than just balancers should be solvable. This could be applied to any other constraints and fac...
by Qon
Sun Apr 24, 2022 12:48 pm
Forum: Combinator Creations
Topic: Five-in-a-row game, with deep-learning AI
Replies: 18
Views: 1915

Re: Five-in-a-row game, with deep-learning AI

Thanks for the info! Have you considered chess as well? A lot more rules to take into account, but it's the game I'm more familiar with. Also the different pieces are perhaps much more difficult to visualize so that might be the bigger issue. But Recursive Blueprints mod could be used to display det...

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