Search found 1744 matches

by Qon
Sun Apr 10, 2022 6:41 pm
Forum: Modding discussion
Topic: Licensing question about interactions between mods
Replies: 13
Views: 535

Re: Licensing question about interactions between mods

Is it possible for a mod's license to protect it's entities, recipes, items, technologies, etc, from being altered by a third party mod through factorio's data.raw table? I'm 99.9% sure that the answer is no, but someone asked a question about a mod's license possibility of reading 'the mod must no...
by Qon
Sun Apr 10, 2022 3:39 pm
Forum: Modding help
Topic: Number of characters in utf8 string
Replies: 1
Views: 109

Re: Number of characters in utf8 string

My first thought is to convert the string to . or A or some other known len() character with Lua patterns. Replace every character with the same and then measure length. Would be trivial in regex, but patterns must operate on the character level. Or look in documentation for a proper character lengt...
by Qon
Sun Apr 10, 2022 1:27 pm
Forum: Releases
Topic: Version 1.1.57
Replies: 33
Views: 12335

Re: Version 1.1.57

Thank you for telling me what's good about the game I like. I was never aware I like it for wrong reasons!!! :D Np, glad I could help. This is also the official position, this is what kovarex and Wube think is great about Factorio. I know. But modding breaks your achievements (if you don't have the...
by Qon
Sun Apr 10, 2022 1:11 pm
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6414

Re: [MOD 0.17] Ice Ore

Would you mind adding the following to the end of data-updates, along with an optional dependency on omnimatter? Someone mentioned omnimatter support would be nice, and it's pretty easy to do. if mods["omnimatter"] then omni.matter.add_initial("ice-ore", 1, 5) omni.matter.add_re...
by Qon
Sun Apr 10, 2022 11:35 am
Forum: Modding help
Topic: Play a sound position-independently for all passengers of a train
Replies: 4
Views: 270

Re: Play a sound position-independently for all passengers of a train

Btw I already searched for other threads beforehand and also found this one: Modifying mod so sound is heard everywhere in multiplayer But it only mentions https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.play_sound, which according to the documentation: position:: MapPosition? Where ...
by Qon
Sun Apr 10, 2022 11:26 am
Forum: Mod Packs / Libs / Special Interest
Topic: FAQ of how to make a modpack for the Mod Portal?
Replies: 10
Views: 840

Re: FAQ of how to make a modpack for the Mod Portal?

Share your knowledge with me please! Unless you mean I should go separately into all mod zips, and take the names from their info.json. I'm a bit sleepy, thanks. :) Yes. But the file "mod-list.json" in your mod folder contains the internal names of all your mods. It doesn't contain versio...
by Qon
Sun Apr 10, 2022 11:13 am
Forum: Ideas and Suggestions
Topic: Option in blueprints to disallow flipping / Smarter algorithm to (dis-)allow flipping
Replies: 15
Views: 824

Re: Option in blueprints to disallow flipping / Smarter algorithm to (dis-)allow flipping

From my experience as software developer I would say it is a bad idea to turn off a functionality, if the result is not “perfect”. Because you effectively implement something, that’s sometimes working and sometimes not. You cannot plan with using it, which is from UX a very bad habit. And because i...
by Qon
Sun Apr 10, 2022 11:08 am
Forum: Releases
Topic: Version 1.1.57
Replies: 33
Views: 12335

Re: Version 1.1.57

That was a whimper rather than a serious addition to ST/MT discussion. :D I think parallelization is not necessarily the only correct answer to this "problem" - but I really think the devs should look into it. If their customers are loosing interest in playing the game for (IMHO) understa...
by Qon
Sun Apr 10, 2022 10:55 am
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6414

Re: [MOD 0.17] Ice Ore

For the first function, it's the initial ratio (1 ore to 5 waste). Ok, thanks. What's the initial ratio for the other basic resources? The balance needs to be right if you want to use it for power generation. Ice ore is a resource that you need a lot of, it's like coal but the death spiral for it c...
by Qon
Sat Apr 09, 2022 9:59 pm
Forum: Logistic Train Network
Topic: License Change
Replies: 9
Views: 890

Re: License Change

However, coming up with a way of automatically dispatching trains for current Factorio shouldn't end up even remotely similar to what I came up with several years ago. Trimming down some feature bloat and using base game train limits, half the data structure could be removed. Yes, since a rewrite i...
by Qon
Sat Apr 09, 2022 12:58 pm
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6414

Re: [MOD 0.17] Ice Ore

Would you mind adding the following to the end of data-updates, along with an optional dependency on omnimatter? Someone mentioned omnimatter support would be nice, and it's pretty easy to do. if mods["omnimatter"] then omni.matter.add_initial("ice-ore", 1, 5) omni.matter.add_re...
by Qon
Sat Apr 09, 2022 9:37 am
Forum: Ideas and Suggestions
Topic: Option in blueprints to disallow flipping / Smarter algorithm to (dis-)allow flipping
Replies: 15
Views: 824

Re: Option in blueprints to disallow flipping / Smarter algorithm to (dis-)allow flipping

Yes please. And also allow us to stop specific rotation directions. Even if the automatic flipping prevention is perfect, I still think this is a good idea for the same reason the global grid align is a good idea. Let's say you have a blueprint book of rail intersections and straight sections. When ...
by Qon
Thu Apr 07, 2022 7:59 pm
Forum: News
Topic: Friday Facts #369 - To the moon
Replies: 61
Views: 25955

Re: Friday Facts #369 - To the moon

So... I can sort of agree with this, but not really. The problem with game content NFTs is that in order for the NFT to be truly 'owned' by someone, the game content must be usable by anybody at any time, even if the game company folds, even if they're offline, even if the hardware the game was ori...
by Qon
Wed Apr 06, 2022 6:44 am
Forum: Logistic Train Network
Topic: License Change
Replies: 9
Views: 890

Re: License Change

I have experimented with another situation where train limits don't work at all, and adapting LTN for it would be fairly invasive. I'll accept that a rewrite is probably in order for many reasons. The details will come down to how much of the LTN "look and feel" and internal structure can...
by Qon
Tue Apr 05, 2022 10:14 pm
Forum: Modding help
Topic: How to detect vehicles running out of fuel
Replies: 4
Views: 409

Re: How to detect vehicles running out of fuel

That is a worthy endeavor, cool idea for a mod! There are probably a lot of people that would like to have that as well. :D I would recommend on_train_changed_state instead of on_tick to reduce performance impact. Do trains really need to start requesting more fuel while going 10x faster than the bo...
by Qon
Tue Apr 05, 2022 12:31 pm
Forum: Ideas and Suggestions
Topic: An item that deploys follower capsules in bulk
Replies: 5
Views: 306

Re: An item that deploys follower capsules in bulk

I also want capsule deployment to be less tedious. I have used the mod ssilk linked. I also made a mod for deploying all capsules , not just the followers. With automatic deployment the first capsules don't become obsolete once you unlock capsules with higher fire power. If you can release all at on...
by Qon
Tue Apr 05, 2022 12:19 pm
Forum: Ideas and Suggestions
Topic: Give construction bots the ability to 'throw' landmines
Replies: 13
Views: 679

Re: Give construction bots the ability to 'throw' landmines

- don’t use mines :P If you don’t use mines you also don’t need to throw it. ;) You are off-topic when you suggest using lasers instead and tell us to stop using mines. That's against the forum rules. Throwing them would make the bots too strong, I think. Can you put numbers on your claims to prove...
by Qon
Mon Apr 04, 2022 6:32 pm
Forum: Ideas and Suggestions
Topic: Give construction bots the ability to 'throw' landmines
Replies: 13
Views: 679

Re: Give construction bots the ability to 'throw' landmines

I agree, but alltogether I think what we need in fact is "danger" detection, a la "read from radar if enemies are present", "is fire present" and the ability to detect, if ghosts exist in the radius of a specific network/roboport, instead of minethrowing. Mines are a s...
by Qon
Mon Apr 04, 2022 7:47 am
Forum: Ideas and Suggestions
Topic: Give construction bots the ability to 'throw' landmines
Replies: 13
Views: 679

Re: Give construction bots the ability to 'throw' landmines

My base had 1 network. I can't retract the bots or the mines. I used mines only. Flamers and lasers have shorter range than roboports so can't be used to detect when long range mines need replacements anyways. I just stopped caring about bot losses and placing mines in providing chests far away from...
by Qon
Mon Apr 04, 2022 3:04 am
Forum: News
Topic: Friday Facts #369 - To the moon
Replies: 61
Views: 25955

Re: Friday Facts #369 - To the moon

I actually need to write my article on NFTs and scams. NFTs of game content land very squarely in the scam territory. Note, that I don't think all NFTs are inherently scams, but you aren't really buying what you might think you're buying when you buy them. No, just because it's connected to game co...

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