Search found 431 matches

by IronCartographer
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...
by IronCartographer
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.
by IronCartographer
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...
by IronCartographer
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

Re: Please provide player's cursor position or a way to highlight around the cursor

Rseding91 wrote:
Wed Dec 11, 2019 9:24 pm
I just haven't figured out how that would interact with already-built entities and such.
Does this refer to potential interactions like custom filtering of highlighting for entities that would overlap the area?
by IronCartographer
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 ...
by IronCartographer
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...
by IronCartographer
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...
by IronCartographer
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...
by IronCartographer
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...
by IronCartographer
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!
by IronCartographer
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 ...
by IronCartographer
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.
by IronCartographer
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...
by IronCartographer
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...
by IronCartographer
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...
by IronCartographer
Sun Jul 28, 2019 5:32 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 157602

Re: Friday Facts #305 - The Oil Changes

Silfir wrote:
Sun Jul 28, 2019 4:57 am
It makes blue science much worse to deal with post-AOP, since now you lack the solid fuel sink that blue science was supposed to be - for the entire experimental branch.
Sounds like you'd better get cracking, then. :)

Please pardon the pun! :P
by IronCartographer
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...
by IronCartographer
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.
by IronCartographer
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...

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