Search found 512 matches
- Tue Sep 10, 2019 6:25 pm
- Forum: Ideas and Suggestions
- Topic: Rich text: [circuit=ID] for circuit networks
- Replies: 0
- Views: 525
Rich text: [circuit=ID] for circuit networks
Allow linking circuit networks in rich text. Circuit networks linked this way display all signals carried in the network, similar to when doing a mouse-over an electric pole on the circuit network.
- Tue Sep 10, 2019 3:37 pm
- Forum: Ideas and Suggestions
- Topic: Rich text: Train's should use train ID, not unit number
- Replies: 2
- Views: 749
Rich text: Train's should use train ID, not unit number
When trying to build rich text for a train so I could highlight it in chat, the train ID is easier to find and seems to be the intuitive link (And it's what the resulting rich text also shows), but instead it's expecting the unit number of a carriage in the train. This information is not visible unl...
- Mon Sep 09, 2019 5:46 pm
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 39
- Views: 10330
Re: Trains: Chain signals should factor in the length of the train
I'd chalk this up to user error. It may be a wise idea to put the first non-chain signal leaving your intersection further away from the intersection.
- Mon Sep 09, 2019 4:48 pm
- Forum: Mods
- Topic: [0.17+] Warptorio2
- Replies: 12
- Views: 11602
Re: [0.17+] Warptorio2
Alright so having tinkered with this a bunch I need to write everything down! Ideas: * Warp Reactor floor. A centralized place to bring all of the warp floors together in one central location. Not a whole lot of space to work with. May have some unique celtic knot or other stylized layout. https://c...
- Mon Sep 09, 2019 12:40 am
- Forum: Modding help
- Topic: [0.17.68] script.on_configuration_changed happens too soon?
- Replies: 2
- Views: 761
Re: [0.17.68] script.on_configuration_changed happens too soon?
Nevermind. Turns out Bobs mods was calling force.reset_technology_effects() and this was undoing my script. I added an event to respond to the reset and it works now.
- Sun Sep 08, 2019 7:49 pm
- Forum: Modding interface requests
- Topic: regex support in name migration
- Replies: 2
- Views: 1252
Re: regex support in name migration
+1 for this. I ran into a similar problem where my mod generates items based on robots, including modded robots. Turns out I had a recipe conflict with another mod, so I changed my naming scheme to be more unique. The recipes are easy to resolve, but there's no easy way to resolve this for modded it...
- Sun Sep 08, 2019 1:34 pm
- Forum: Mods
- Topic: [0.17+] Warptorio2
- Replies: 12
- Views: 11602
Re: [0.17+] Warptorio2
Quick question, does everything basically produce a ton more pollution or am I remembering vanilla wrong? The story is that your warp reactor is unstable and it is destroying the planet it rests on. Mechanically, this means you produce a crap ton of pollution so staying on a planet for too long is ...
- Sun Sep 08, 2019 1:12 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 356203
Re: [MOD 0.17+] Industrial Revolution (WIP)
RIP bronze gears. You looked like the Factorio logo, but you just didn't find that niche. What if belts were the reward for bronze age crafting? Take anything that uses copper gears and replace them with bronze gears. Hand filling during the stone/copper age doesn't seem to be too big of a deal sin...
- Sat Sep 07, 2019 8:58 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 356203
Re: [MOD 0.17+] Industrial Revolution (0.9.x)
Oops, my 4.5 hour calculation was based on Krastorio numbers. So 1.78 hours.
- Sat Sep 07, 2019 2:47 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 356203
Re: [MOD 0.17+] Industrial Revolution (0.9.x)
Noticed something a little odd with the autoforester. I assume the negative pollution number means it sucks pollution up? Makes sense, it uses CO2 from the environment around it to grow trees. No complaints. But in that case, it's weird that it sucks up less pollution when fueled by crushed coal, n...
- Sat Sep 07, 2019 2:40 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 356203
Re: [MOD 0.17+] Industrial Revolution (0.9.x)
I'm a couple hours into my first game with this. I'm playing this mod on top of pure vanilla. First: Holy crap. I'm a big steampunk fan and the graphics and animations in this mod are gorgeous. I ate my breakfast while zoomed in on an assembly machine making copper plate. Looking forward to all the...
- Fri Sep 06, 2019 1:26 pm
- Forum: Ideas and Suggestions
- Topic: Rocket launch shouldn't be able to destroy science
- Replies: 24
- Views: 5489
Re: Rocket launch shouldn't be able to destroy science
Use an active provider chest. If space science ends up clogging your storage, then you have the least of all possible problems to worry about.
- Fri Sep 06, 2019 1:21 pm
- Forum: Ideas and Suggestions
- Topic: Do something about 600 build queue limit
- Replies: 13
- Views: 7284
Re: Do something about 600 build queue limit
Is it feasible and desirable to limit dynamically the number of jobs in the build queue limit if "there is room for it" within the 16ms of a tick ? Nope! I've asked for game speed to be limited in the same way so fast servers don't leave slow players behind. But game render time is not pa...
- Fri Sep 06, 2019 1:25 am
- Forum: Modding help
- Topic: [0.17.68] script.on_configuration_changed happens too soon?
- Replies: 2
- Views: 761
[0.17.68] script.on_configuration_changed happens too soon?
So I'm using script.on_configuration_changed to unlock recipes that should be unlocked if the player is adding this mod to a game in progress. I use the following function: function retroactivate() global.MTBF_meddling = global.MTBF_meddling or {} --log("Performing migration.") game.print(...
- Thu Sep 05, 2019 5:23 pm
- Forum: Modding interface requests
- Topic: recipe.use_in_decomposition or decomposition checks recipe order
- Replies: 0
- Views: 445
recipe.use_in_decomposition or decomposition checks recipe order
I'd like to have better control over how decomposition is displayed. For example, this behavior is undesirable: https://cdn.discordapp.com/attachments/306402592265732098/619215809641971742/unknown.png There are two recipes for building a construction robot 1, so when decompositioning the robot 2, it...
- Thu Sep 05, 2019 2:46 pm
- Forum: Ideas and Suggestions
- Topic: Do something about 600 build queue limit
- Replies: 13
- Views: 7284
Re: Do something about 600 build queue limit
This seems like an inconsistency. Every other feature in Factorio appears to simulate to 100% accuracy and tax UPS if that's what it comes down to. Now I can understand limiting unsuccessful construction attempts, but successful attempts should not be hard-capped in this way. If a stutter from a blu...
- Thu Sep 05, 2019 2:37 pm
- Forum: Mods
- Topic: [0.17+] Warptorio2
- Replies: 12
- Views: 11602
Re: [0.17+] Warptorio2
This is very well done and I'm having a lot of fun with it so far!
- Wed Sep 04, 2019 2:26 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 121905
Re: Mylon's Many Mods
New mod! Assembler Assay. Similar, but not quite, like Bot Servicing. Inspired by Maintenance Madness, this mod means assemblers and mining drills (and soon others) sometimes break and require servicing.
- Tue Sep 03, 2019 12:29 pm
- Forum: Won't implement
- Topic: LuaEntity.initial_amount works for finite resources
- Replies: 0
- Views: 626
LuaEntity.initial_amount works for finite resources
Seems natural that initial_amount could store this information for non-infinite resources and it would simplify my Prospector mod as I wouldn't have to create a giant table in lua to keep track of this.
- Tue Sep 03, 2019 12:26 pm
- Forum: Not a bug
- Topic: [0.17.66] LuaSurface.create_entity{resource} does not set initial_amount
- Replies: 2
- Views: 618
Re: [0.17.66] LuaSurface.create_entity{resource} does not set initial_amount
Seems I grossly misunderstood what that property was supposed to be!