Search found 512 matches
- Tue Sep 03, 2019 12:07 pm
- Forum: Not a bug
- Topic: [0.17.66] LuaSurface.create_entity{resource} does not set initial_amount
- Replies: 2
- Views: 620
[0.17.66] LuaSurface.create_entity{resource} does not set initial_amount
Observed behavior: /c game.player.surface.create_entity{name="stone", position=game.player.position, amount=500} /c game.print(game.player.selected.initial_amount) > nil Expected behavior: /c game.player.surface.create_entity{name="stone", position=game.player.position, amount=50...
- Mon Sep 02, 2019 7:01 pm
- Forum: Won't implement
- Topic: on_robot_inserted event
- Replies: 3
- Views: 818
Re: on_robot_inserted event
It's for Bot Servicing. In the current version of the mod, construction bots can break in the events on_robot_pre_mined, on_robot_built_tile, and on_robot_built_entity. These events also cover upgrade requests. But robots can get away with inserting modules without getting checked by the mod. It's n...
- Mon Sep 02, 2019 4:18 pm
- Forum: Modding help
- Topic: Graphics request: Assembler machine
- Replies: 0
- Views: 438
Graphics request: Assembler machine
Hi, I'm looking for graphics for a new assembler. It doesn't have to be unique, just sufficiently different from vanilla as to be distinguishable. So if anyone knows which mods have permissive licenses I'd be happy to borrow one and give credit. I'm creating a mod similar to Bot Servicing, but for a...
- Sun Sep 01, 2019 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Moderator permission level
- Replies: 14
- Views: 4362
Re: Moderator permission level
How about instead of doing this via the permission system (which seems ill-suited to the task), this was done via a hardcoded moderator role? /kick and /ban commands would check for admin or moderator role, rather than just admin role. In reference to my original request, I noticed when building a v...
- Sun Sep 01, 2019 3:04 pm
- Forum: Won't implement
- Topic: Surface.upgrade_area{} returns information
- Replies: 2
- Views: 792
Re: Surface.upgrade_area{} returns information
This would also solve my usecase, as I could do a count_entities_filtered before and after to determine how many were upgraded.Optera wrote: ↑Sun Sep 01, 2019 2:54 pmWould being able to find only entities flagged for upgrades in a specific area help you?
viewtopic.php?f=28&t=75132
- Sun Sep 01, 2019 1:53 pm
- Forum: Won't implement
- Topic: on_robot_inserted event
- Replies: 3
- Views: 818
on_robot_inserted event
Requesting an event for on_robot_inserted, called specifically when an item_request_proxy is fulfilled by a robot.
- Sun Sep 01, 2019 1:44 pm
- Forum: Won't implement
- Topic: Surface.upgrade_area{} returns information
- Replies: 2
- Views: 792
Surface.upgrade_area{} returns information
I'd like to build a mod which automatically upgrades modules to the next tier as they're made available to the logistic network. What I'm struggling with is limiting how many upgrade requests are made. Likely the best way to do this would be to have some information returned by the upgrade_area func...
- Fri Aug 30, 2019 3:11 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction planner improvements
- Replies: 2
- Views: 594
- Fri Aug 30, 2019 3:03 pm
- Forum: Implemented in 2.0
- Topic: Upgrade planner for no module to module
- Replies: 17
- Views: 14763
Re: Upgrade planner for no module to module
Oh, why is the icon for the upgrade planner yellow-green, but the toolbar button for creating it is green? This should be standardized!
- Fri Aug 30, 2019 2:59 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint usability improvements
- Replies: 1
- Views: 598
Blueprint usability improvements
Having taken a break and come back, it's given me a fresh look on some usability issues. * Labels are difficult to set in blueprints. Once the text is entered, clicking the green checkmark causes the label to be lost! Only clicking the pencil a second or enter time saves the label. This is inconsist...
- Fri Aug 30, 2019 2:43 pm
- Forum: Implemented in 2.0
- Topic: Upgrade planner for no module to module
- Replies: 17
- Views: 14763
Re: Upgrade planner for no module to module
+1 for being able to upgrade modules via upgrade planner.
- Fri Aug 30, 2019 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction planner improvements
- Replies: 2
- Views: 594
Deconstruction planner improvements
Decon planner could use a couple upgrades: Filter for modules in machines Filter for upgrade request proxies Additionally, the unsorted category could use some better icons. Upgrade request proxies can use the circle. Item requests can use the blue triangle that item request proxies use. Ghosts coul...
- Wed Aug 28, 2019 10:10 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122132
Re: Mylon's Many Mods
I published a big update to Bot Servicing. It now includes an optional hard mode!
- Wed Aug 28, 2019 10:00 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122132
Re: Mylon's Many Mods
So I'm thinking of merging Nougat Mining and Peppermint mining. They're both similar enough and even reuse some code from each other. Modes can be switched mid-game. The question is what do I do with the mods? Keep both, with the only difference being default settings? Publish both as transitional ...
- Wed Aug 28, 2019 12:22 pm
- Forum: Ideas and Suggestions
- Topic: [Editor] Wishlist of possible features for the editor
- Replies: 22
- Views: 6164
Re: [Editor] Wishlist of possible features for the editor
It's hard to tell what''s a reasonable suggestion and what is effectively, "Let's turn Factorio into Microsoft Office 365". What may support your use case may not support everyone else's use case and you may be better served by writing better tools for yourself. For example, I've got a tex...
- Wed Aug 28, 2019 12:01 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122132
Re: Mylon's Many Mods
So I'm thinking of merging Nougat Mining and Peppermint mining. They're both similar enough and even reuse some code from each other. Modes can be switched mid-game. The question is what do I do with the mods? Keep both, with the only difference being default settings?
- Wed Aug 28, 2019 11:59 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 357090
Re: [MOD 0.17+] Industrial Revolution (WIP)
To all of the people asking for compatibility... Why? Most mod the incompatible mods focus entirely on replacing vanilla recipes and products. Angel and Bobs is special in that one focuses mostly on mining and processing and the other is more about manufacturing. And even then they step on each othe...
- Tue Aug 27, 2019 1:05 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 357090
Re: [MOD 0.17+] Industrial Revolution (WIP)
Since I know you love people distracting you from your work so much... Will there be any single-product recipies with a single use? Some mods tend to go a little overboard with adding goods/products for the sake of adding products and there isn't any functional difference to the product having a lon...
- Sun Aug 25, 2019 1:07 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 111380
Re: Friday Facts #309 - Controversial opinions
Re recipe ingredients return: If bonus products were only granted when the normal recipe finishes this problem could be resolved simply and elegantly. Allow stockpiling of >1 bonus progress and awarding potentially 2 bonus recipes (or more!) at once when normal progress finishes. This would close th...
- Sun Aug 25, 2019 1:04 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 111380
Re: Friday Facts #309 - Controversial opinions
Actually, I'm in the minority who thinks that bots don't deserve a nerf, but a buff. I don't like the fact that as you research bot speed upgrades, your roboport infrastructure becomes more and more insufficient. I think logistic bots are fine, but construction bots need a "nerf". There's...