Search found 431 matches
- Wed Dec 11, 2019 10:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][0.17.79] Crash from modded vehicle grid attacking itself
- Replies: 4
- Views: 1818
[boskid][0.17.79] Crash from modded vehicle grid attacking itself
While riding a vehicle with Schall's Gun Pods installed and active, change player's force to "enemy" and a crash to desktop results once the vehicle destroys itself. Personal laser defenses do not cause the crash if used in the vehicle's grid instead, though they do still attack and destro...
- Wed Dec 11, 2019 9:56 pm
- Forum: Modding interface requests
- Topic: Limit trains routed to a stop
- Replies: 4
- Views: 785
Re: Limit trains routed to a stop
This is actually something mentioned before, by myself and others: viewtopic.php?p=258253#p258253
Given how much of a minefield train logic is, I wouldn't put too much weight on it happening...but it would be nice if there were a clean solution.
Given how much of a minefield train logic is, I wouldn't put too much weight on it happening...but it would be nice if there were a clean solution.
- Wed Dec 11, 2019 9:37 pm
- Forum: Modding interface requests
- Topic: Teleportation event handler, entity prototype flag
- Replies: 0
- Views: 302
Teleportation event handler, entity prototype flag
Picker Dollies implements a custom event which provides other mods with {player_index, moved_entity, start_pos} when it teleports something. It also provides a blacklist for entities never to be teleported. It would be useful for generic mod compatibility if there were an official event for teleport...
- Wed Dec 11, 2019 9:29 pm
- Forum: Modding interface requests
- Topic: Please provide player's cursor position or a way to highlight around the cursor
- Replies: 12
- Views: 1896
- Fri Dec 06, 2019 2:49 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 28191
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
So... now that we've had these optimizations, what is now the slowest part of the Factorio tick? The things that you build, meaning what a given save/map is doing, will determine this at any given time. The scaling factor for each entity and network of interactions would probably be non-trivial to ...
- Sun Nov 17, 2019 12:46 pm
- Forum: Won't implement
- Topic: post-dependencies-loaded event
- Replies: 10
- Views: 1520
Re: post-dependencies-loaded event
His mod is the one being depended on, so his on_init fires, then the other mod's, then any other mods that lists his as a dependency. He wants a way to then do something after all of the dependencies have loaded. It's not completely unreasonable, but it has very few uses. I've been talking with Pyr...
- Fri Nov 08, 2019 4:40 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 45014
Re: Friday Facts #320 - Color correction
I like most of the changes side-by-side, and I've definitely heard complaints about the game being too dark. That said, the map could do with slightly less saturation on its terrain colors, focusing on functionality so the colors take a backseat to displaying other important features (resources, bui...
- Mon Nov 04, 2019 4:40 pm
- Forum: Releases
- Topic: Version 0.17.75
- Replies: 23
- Views: 13512
Re: Version 0.17.75
I think the next obvious target for bulk building is belts: they are 1x1 and usually laid down in bulk. But a special case for belts may not be worth it. Some people would probably benefit from this, yes. https://i.redd.it/5o8ni4royew31.png There are also more...reasonable...examples that are far f...
- Mon Nov 04, 2019 4:24 pm
- Forum: Releases
- Topic: Version 0.17.75
- Replies: 23
- Views: 13512
Re: Version 0.17.75
Next up: make construction bots bulk build anything. It's a rather obvious idea: once one target is found, scan the area around it for identical targets. Of course, the next question people ask is: what about doing it for entities? I could, but it doesn't make as much sense for them because they ar...
- Fri Nov 01, 2019 3:58 pm
- Forum: News
- Topic: Friday Facts #319 - New T-shirts & Lua event filtering
- Replies: 35
- Views: 9631
Re: Friday Facts #319 - New T-shirts & Lua event filtering
Lua event filters make me excited for the new modding optimizations. Thank you to whoever made a formal request for these, as I should have done long ago instead of casually discussing the concept in Discord off and on without a grounded argument to back it up!
- Sat Oct 12, 2019 5:24 am
- Forum: News
- Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
- Replies: 65
- Views: 18626
Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
What would be extremely useful is the ability to copy one part of a map to another map (or a new map). Will the script do this? Including entities? The map editor already allows you to import layers from existing saves. I did this just a few days ago to migrate a base with its surrounding starting ...
- Fri Oct 11, 2019 3:34 pm
- Forum: News
- Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
- Replies: 65
- Views: 18626
Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Might as well make player characters not collide with each other while you're at it. Currently it's possible with certain mods to get stuck with two characters teleported to the same location, and it's always awkward when you get stuck running into someone with multiplayer lag.
- Fri Aug 23, 2019 2:28 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 64995
Re: Friday Facts #309 - Controversial opinions
Inserters should not chase items Disagree. The organic behavior, inserters fighting over items, and even burners requiring special care add greatly to the flavor of the game. Blueprint import/export should be a modded feature Slightly disagree. Could compromise and make importing blueprints disable...
- Wed Aug 14, 2019 10:50 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.58] Misaligned train parked at stop
- Replies: 6
- Views: 2590
- Wed Jul 31, 2019 4:17 am
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 82554
Re: Version 0.17.60
After this change, Factorio is missing an important puzzle. I think it's time to add a new challenge. The challenge remains, in the form of Advanced oil processing. Simplified Basic oil just enables blue science to be automated reliably before dealing with the complications of everything it unlocks...
- Tue Jul 30, 2019 5:23 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 157602
Re: Friday Facts #305 - The Oil Changes
Two, there's an achievement for not using logistics bots, so I figured I'd go ahead and get that now before I came to rely on them. Easy. This has come up before in recent FFF discussions: You are allowed to use logistic bots for supplying and trashing items to/from the player. You are simply not a...
- Sun Jul 28, 2019 5:32 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 157602
- Sun Jul 28, 2019 4:55 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 157602
Re: Friday Facts #305 - The Oil Changes
Maybe a bit of a provocative question: ... Or put in another way - why are you certain that adding solid fuel to the chemical science pack was the wrong approach? The solid fuel was not a mistake, but sulfur fits the new paradigm of direct-to-gas better by not forcing use of the inefficient gas->so...
- Sun Jul 28, 2019 2:41 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 157602
Re: Friday Facts #305 - The Oil Changes
Post withdrawn due to futility and inflammation. The petroleum will flow.
- Sat Jul 27, 2019 9:44 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 157602
Re: Friday Facts #305 - The Oil Changes
I am playing with the oilchanges mod and so far there is one big drawback on the new system. I am trying to play like a noob. I research all the stuff from available tier, automate everything and then proceed to next tier. So far the biggest problem is switching to run power and smelting on solid f...