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by Mylon
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...
by Mylon
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...
by Mylon
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...
by Mylon
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...
by Mylon
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

Optera wrote:
Sun Sep 01, 2019 2:54 pm
Would being able to find only entities flagged for upgrades in a specific area help you?
viewtopic.php?f=28&t=75132
This would also solve my usecase, as I could do a count_entities_filtered before and after to determine how many were upgraded.
by Mylon
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.
by Mylon
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...
by Mylon
Fri Aug 30, 2019 3:11 pm
Forum: Ideas and Suggestions
Topic: Deconstruction planner improvements
Replies: 2
Views: 594

Re: Deconstruction planner improvements

Bilka wrote:
Fri Aug 30, 2019 2:52 pm
Filter for upgrade request proxies
Why? Just shift drag with the upgrade planner.
Consistency. Decon planer has a lot of uses and it makes sense for it to be able to handle this use-case too.
by Mylon
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!
by Mylon
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...
by Mylon
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.
by Mylon
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...
by Mylon
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!
by Mylon
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 ...
by Mylon
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...
by Mylon
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?
by Mylon
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...
by Mylon
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...
by Mylon
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...
by Mylon
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...

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