Search found 294 matches
- 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.
- 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 = &...
- 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...
- 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`.
- 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?
Was it a particular object or such you noticed it with?
- 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...
- 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...
- 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?
- 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...
- 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.
- 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...
- 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...
- Thu Feb 28, 2019 4:52 pm
- Forum: Ideas and Suggestions
- Topic: 0.17 - Quick bar item removal
- Replies: 5
- Views: 790
- 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 ...
- 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...
- 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...
- 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)?
- 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 ...
- 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...
- 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 .
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 .