Search found 294 matches

by SyncViews
Fri Mar 01, 2019 5:26 pm
Forum: Ideas and Suggestions
Topic: Invert Landfill
Replies: 78
Views: 26014

Re: Waterfill

Also removes the point of having pumps / water pipes unless had more complex "limited water" physics. Reminds me of how in Minecraft basically any time water is needed in vanilla, or mods, almost everyone will just make an infinite water source right next to where they need it.
by SyncViews
Fri Mar 01, 2019 4:39 pm
Forum: Modding interface requests
Topic: shortcuts style
Replies: 2
Views: 593

Re: shortcuts style

It looks like they are in style.lua. I didn't try yet however if adding a new style there with the same naming convention works. If it doesn't, then letting that work I think is a reasonable solution. shortcut_bar_button_blue = ... shortcut_bar_button_red = ... shortcut_bar_button_green = { type = &...
by SyncViews
Fri Mar 01, 2019 2:33 pm
Forum: Ideas and Suggestions
Topic: Coal and coal powered drills - inserter behaviour
Replies: 6
Views: 1044

Re: Coal and coal powered drills - inserter behaviour

I didn't even realize inserters could pull from burner drills, that is definitely not the normal use case. If the drill is outputting automatically, either onto a belt or into some inventory, this won't happen, as it never outputs its fuel stack. burner-drill.png Where in factorio do inserters actua...
by SyncViews
Fri Mar 01, 2019 2:23 pm
Forum: Ideas and Requests For Mods
Topic: Slow start, manual research
Replies: 7
Views: 1649

Re: Slow start, manual research

You can fake it I think. Make a special recipe that uses science packs (for such early use, can just be 1xred), then when you see the output in the player inventory, remove that and add the appropriate amount to `LuaForce.research_progress`.
by SyncViews
Fri Mar 01, 2019 2:04 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 52
Views: 9353

Re: Idling player should delete/place ghosts in reach

I used `reach_distance` and thinking maybe I should have used `build_distance`, but I think both are 10 tiles unmodded?

Was it a particular object or such you noticed it with?
distance.png
distance.png (332.06 KiB) Viewed 4362 times
by SyncViews
Fri Mar 01, 2019 1:44 pm
Forum: Questions, reviews and ratings
Topic: Mod that scales biter hardness in perpetuity?
Replies: 7
Views: 1810

Re: Mod that scales biter hardness in perpetuity?

I have some code and test stuff around for some of that, although not geared entirely towards survival (that is to say, not timer based currently). Not sure how much demand there is, things need a lot of testing, and I am not skilled at graphics. Providing the biters a way to counter things the play...
by SyncViews
Fri Mar 01, 2019 12:38 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 52
Views: 9353

Re: Idling player should delete/place ghosts in reach

I polished my code a bit, I think its what people were suggesting. I added one extra restriction, it won't build if enemies are near, so no instant replacement of walls/turrets/etc. in a fight. Should work in multiplayer but didn't get time to test MP during lunch. https://mods.factorio.com/mod/play...
by SyncViews
Fri Mar 01, 2019 10:50 am
Forum: Technical Help
Topic: Cracked Factorio PROBLEMS?!?! FIX THIS!
Replies: 23
Views: 41107

Re: Cracked Factorio PROBLEMS?!?! FIX THIS!

How do you know the people joining your server are using cracked copies?
by SyncViews
Thu Feb 28, 2019 9:05 pm
Forum: Ideas and Suggestions
Topic: Logistic Cargo
Replies: 4
Views: 994

Re: Logistic Cargo

You can already very nearly do this, you just need a little "bootstrap" blueprint to build from your personal roboport. Wagons can be filtered, set filters so each wagon holds the supplies you will want for building. At your main base, load up the wagons. Due to some issues with how insert...
by SyncViews
Thu Feb 28, 2019 7:00 pm
Forum: Ideas and Suggestions
Topic: Quickbar selection via number keys
Replies: 2
Views: 680

Re: Quickbar selection via number keys

SHIFT+number sets the top (active) quickbar, so you can do it that way although maybe not the first thing a player thinks of.
by SyncViews
Thu Feb 28, 2019 6:58 pm
Forum: Ideas and Suggestions
Topic: Quickbar, replace slot with current item
Replies: 7
Views: 2084

Quickbar, replace slot with current item

TL;DR Allow right click, or some other modifier to always set the quickbar slot, regardless of its current contents. What ? Currently, if the player has an item held in the cursor and clicks on an empty quickbar slot, the quickbar is set to the item. But if the player clicks on a quickbar slot that...
by SyncViews
Thu Feb 28, 2019 6:05 pm
Forum: Ideas and Suggestions
Topic: Request blueprint materials from logistic system / Usages for information about needed blueprint materials
Replies: 48
Views: 15481

Re: Set request from blueprint

The only problem with OP's idea that I think needs to be addressed is: "what if the blueprint has more items or a higher count of items than the chest can hold?" Does the chest only request what it can hold? That is actually another reason a circuit output would be better. Circuits can ha...
by SyncViews
Thu Feb 28, 2019 4:52 pm
Forum: Ideas and Suggestions
Topic: 0.17 - Quick bar item removal
Replies: 5
Views: 790

Re: 0.17 - Quick bar item removal

Darinth wrote:
Thu Feb 28, 2019 3:11 pm
Toggle might not be the right word, but 'Remove/set quickbar' seems a bit to wordy...
It is also used for filtering inventory slots which came first.
by SyncViews
Thu Feb 28, 2019 4:36 pm
Forum: Ideas and Suggestions
Topic: Request blueprint materials from logistic system / Usages for information about needed blueprint materials
Replies: 48
Views: 15481

Re: Set request from blueprint

While I get the idea, I think it's a pretty niche request and would't mean a lot of profit for most players... ... To me, the question "How do I request a specific amount of certain items easily" calls for some combinator magic and sonds like it could yield some fascinating, player found ...
by SyncViews
Thu Feb 28, 2019 12:25 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 52
Views: 9353

Re: Idling player should delete/place ghosts in reach

Should be easy enough to mod if there is demand, I knocked up a limited version quickly based on something else I had without any extras. And it only requires a control.lua so I think you could even put it on a server without requiring it be modded. A version using a selection tool of some sorts wou...
by SyncViews
Thu Feb 28, 2019 10:26 am
Forum: Modding interface requests
Topic: Ability to copy string to clipboard using api
Replies: 4
Views: 1280

Re: Ability to copy string to clipboard using api

Lua scripts can do more annoying things, like crash the game. At most maybe adopt the same rules that JavaScript has, and don't allow reading clipboard data from the OS clipboard. If some random webpage I click in a Google search can do it, letting a Factorio mod do it should be OK and is way more s...
by SyncViews
Thu Feb 28, 2019 4:45 am
Forum: Already exists
Topic: Add option to disable sound on GUI-buttons
Replies: 3
Views: 1234

Re: Add option to disable sound on GUI-buttons

Can you not define a button style that either has a "silence" sound or zero volume (never tried personally)?
by SyncViews
Thu Feb 28, 2019 4:42 am
Forum: Modding interface requests
Topic: add a right-click event for selection-tool in cursor
Replies: 6
Views: 1398

Re: add a right-click event for selection-tool in cursor

I'm not against the idea but it would need a name and have to show up in the keybindings list. However, in the base game it wouldn't *do* anything so there isn't a name to give it and it doesn't make sense to have in the keybindings list. I just ran into this while thinking of nice ways to control ...
by SyncViews
Thu Feb 28, 2019 3:46 am
Forum: Ideas and Suggestions
Topic: Remove, or make scalable, burner miners/inserters
Replies: 6
Views: 1422

Re: Remove, or make scalable, burner miners/inserters

I think it should be optional, the burner phase is a nice start for new players as you need less things to make something actually work. Electricity means at a minimum, a pump, boiler, steam engine, pipes, power poles. For practical purposes underground pipes, belts, inserters, electric mining drill...
by SyncViews
Thu Feb 28, 2019 3:08 am
Forum: General discussion
Topic: Slow Pickup for Turret Walking
Replies: 26
Views: 3990

Re: Slow Pickup for Turret Walking

No miss-remembered that, research change was earlier (checked 0.14).

Regular rounds went from 2 to 5 more than making up the difference, but piercing rounds went from 5 damage to 8 so less than double there between 0.14 and 0.15 .

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