Search found 70 matches

by Anyone
Fri Oct 12, 2018 9:10 pm
Forum: Implemented mod requests
Topic: Add the ability to influence item loot in lua
Replies: 13
Views: 4853

Re: Add the ability to influence item loot in lua

Not it does not rely on invalid events, it relies on an event not being invalidated until it's finished.
by Anyone
Sat Oct 06, 2018 9:25 am
Forum: Implemented mod requests
Topic: Add the ability to influence item loot in lua
Replies: 13
Views: 4853

Re: Add the ability to influence item loot in lua

If the sequential events are not raised, the scenario breaks
by Anyone
Mon Oct 01, 2018 7:46 pm
Forum: Implemented mod requests
Topic: Add the ability to influence item loot in lua
Replies: 13
Views: 4853

Re: Add the ability to influence item loot in lua

If you just want to remove a rock with no side effects just destroy() it. It doesn't die, it isn't mined - it just stops existing.
The problem with is that the `LuaEntity` becomes invalid after use and sequential event listeners will break.
by Anyone
Sun Sep 30, 2018 11:05 am
Forum: Implemented mod requests
Topic: Add the ability to influence item loot in lua
Replies: 13
Views: 4853

Re: Add the ability to influence item loot in lua

The "loot" system is specifically designed to drop on entity death A lot of systems designed in Factorio can be altered, hence I figured it would be more in line if we could intercept this. As for adjusting the "loot" table runtime - that's not supported I don't mind altering th...
by Anyone
Thu Sep 27, 2018 4:31 pm
Forum: Implemented mod requests
Topic: Add the ability to influence item loot in lua
Replies: 13
Views: 4853

Add the ability to influence item loot in lua

TL;DR Rocks drop stone, I can clear it on_entity_mined, but I can't prevent it from spilling on the floor when it dies. I would like to have some form of change in either the LuaEntity, event or game mechanic to change this behavior. What ? When talking about loot, I'm talking about the "expec...
by Anyone
Sun Sep 09, 2018 3:48 pm
Forum: Modding help
Topic: (Mini) map not updating when using lua to modify the content
Replies: 1
Views: 569

(Mini) map not updating when using lua to modify the content

I'm working on a custom scenario where I can dynamically alter the map. I need everything to be out-of-map and I will replace it will different tiles as the map progresses. Everything is working (sort of) fine, but I can't seem to fix the map. I create a new map with size 4x4 for example, which is t...
by Anyone
Wed Jun 07, 2017 8:41 am
Forum: News
Topic: Friday Facts #193 - Party planning & plans
Replies: 32
Views: 19176

Re: Friday Facts #193 - Party planning & plans

With terrain transitions to water, does that mean we get stone/concrete to water as well? It's fairly annoying (from an aesthetic point of view) to not be able to connect concrete to water. If water will get reworked, does that also mean we get different types of water? I know there's some darker wa...
by Anyone
Fri May 19, 2017 12:55 pm
Forum: Ideas and Suggestions
Topic: Fast entity transfer - remember quantity
Replies: 5
Views: 2312

Re: Fast entity transfer - remember quantity

Would be a nice QoL feature. I thought this was bugged to be honest.
by Anyone
Fri May 12, 2017 5:44 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.15.10] Bots fail placing ghosted items in forests
Replies: 6
Views: 3406

Re: [0.15.10] Bots fail placing ghosted items in forests

I just had it again, happens in dense forests, note the design of my wall is a bit weird: http://i.imgur.com/urpsAes.png http://i.imgur.com/18FJHFc.png This happens with fresh placements. Here's the blueprint I was using: 0eNqlne2OHseRrO+FvzWLru8q38picUBLhJYAKQsU5XOMhe79DKX5aI4rOuPp/WcbnmBWv5mVVRkZW...
by Anyone
Fri May 12, 2017 12:44 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.15.10] Bots fail placing ghosted items in forests
Replies: 6
Views: 3406

[Kovarex] [0.15.10] Bots fail placing ghosted items in forests

With the new Shift click functionality, you can easily put down blueprints in forests. However, sometimes this doesn't work 100% correct. There are slight edge-cases (literally) with trees. The ghost design is put on a location and the tree next to it won't be marked for removal, probably as it's ju...
by Anyone
Fri May 12, 2017 7:29 am
Forum: Resolved Problems and Bugs
Topic: [0.15] [Hanziq] Rail signal remains red when there is no train in the block (MR)
Replies: 13
Views: 7214

Re: [0.15] [Hanziq] Rail signal remains red when there is no train in the block

Noticed this yesterday when one of my signals stayed red for some reason. No idea what caused it but it was fixed by replacing the signal. Note that it was only 1 normal signal (no chain) and everything was placed by bots.
by Anyone
Mon May 08, 2017 9:33 am
Forum: Not a bug
Topic: [15.9] Severe performace loss
Replies: 18
Views: 4462

Re: [15.9] Severe performace loss

My problems mainly occur with the new ore it seems (and possibly the mines on it). Every time I cross an ore field, I have severe FPS drops if I zoom out.
by Anyone
Mon May 08, 2017 8:08 am
Forum: Not a bug
Topic: [0.15.9][Twinsen] Decider works with output 1, but not input count
Replies: 2
Views: 1060

Re: [0.15.9] Decider works with output 1, but not input count

I encountered a similar issue, trying to output the amount of water (steam) via the decider combinator. When I did input count as output, it refused to give any output at all.
by Anyone
Mon May 08, 2017 8:06 am
Forum: Resolved Problems and Bugs
Topic: .15.x Memory Leak
Replies: 7
Views: 2265

Re: .15.x Memory Leak

I did notice factorio using like 3.5/5gb of memory at a given moment, but it reduced to 2gb a bit later. This was still the case after a fresh start though. I don't know if this is related to a memory leak but it's something I noticed 2 days ago.
by Anyone
Fri May 05, 2017 6:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.7][Rseding] Cannot load fuel into trains
Replies: 20
Views: 23437

Re: [0.15.7][Rseding] Cannot load fuel into trains

I'm having problems with trains. I can get in a train (while other people crash on this), but I also crash when I try to right-click. Note: I didn't get a hover over the locomotive.
by Anyone
Wed May 03, 2017 10:56 am
Forum: Ideas and Suggestions
Topic: Research graph similar to production graphs to visualize research speed over time.
Replies: 5
Views: 2083

Re: Research graph similar to production graphs to visualize research speed over time.

optimal research time, based on current lab count and calculated research time, based on lab activity.
by Anyone
Wed May 03, 2017 10:54 am
Forum: Ideas and Suggestions
Topic: Fuel Wagons for Trains
Replies: 3
Views: 1468

Fuel Wagons for Trains

I would love to see a "fuel wagon" for trains. Regardless of where your locomotive stops, it draws fuel from the fuel wagon. There should be different kind of fuel wagons, nuclear, burner and oil based. This means that your effective range is based on the amount of fuel you can carry along...
by Anyone
Wed May 03, 2017 10:47 am
Forum: Ideas and Suggestions
Topic: Deforest er vehicle
Replies: 11
Views: 4422

Re: Deforest er vehicle

I think this idea is good, especially if you can "mine" the trees like this (maybe not 100%) and they end up in the storage of your de-forester. Besides of mining them all by hand, there's no way to mine them. It's not like you need trees, but wood could be excellent in vanilla for multipl...
by Anyone
Wed May 03, 2017 7:39 am
Forum: Pending
Topic: [0.15.x] Factorio doesnt close correctly
Replies: 15
Views: 5265

Re: [0.1x.x] Factorio doesnt close correctly

Actually now that you mention it, I've had this too yesterday or 2 days ago. Steam was complaining that the game was already running (though not much CPU usage, just memory). Had to kill the process to start it up again.
by Anyone
Wed May 03, 2017 7:37 am
Forum: Resolved Problems and Bugs
Topic: [posila] Biters freeze just outside of flamethrower radius
Replies: 5
Views: 4344

Re: Biters freeze just outside of flamethrower radius

I've noticed biters "freezing" in general. I also had a biter that kept walking in circles in a not too dense forest. Seems like they are a bit buggy now (or smart enough to avoid fire/detection...).

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