Search found 439 matches

by Mylon
Fri Sep 06, 2019 1:25 am
Forum: Modding help
Topic: [0.17.68] script.on_configuration_changed happens too soon?
Replies: 2
Views: 121

[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("Doing mig...
by Mylon
Thu Sep 05, 2019 5:23 pm
Forum: Modding interface requests
Topic: recipe.use_in_decomposition or decomposition checks recipe order
Replies: 0
Views: 72

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...
by Mylon
Thu Sep 05, 2019 2:46 pm
Forum: Ideas and Suggestions
Topic: Do something about 600 build queue limit
Replies: 13
Views: 1486

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...
by Mylon
Thu Sep 05, 2019 2:37 pm
Forum: Mods
Topic: [0.17+] Warptorio2
Replies: 11
Views: 1269

Re: [0.17+] Warptorio2

This is very well done and I'm having a lot of fun with it so far!
by Mylon
Wed Sep 04, 2019 2:26 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 44336

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.
by Mylon
Tue Sep 03, 2019 12:29 pm
Forum: Modding interface requests
Topic: LuaEntity.initial_amount works for finite resources
Replies: 0
Views: 76

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.
by Mylon
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: 90

Re: [0.17.66] LuaSurface.create_entity{resource} does not set initial_amount

Seems I grossly misunderstood what that property was supposed to be!
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: 90

[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=500} /c game.print(gam...
by Mylon
Mon Sep 02, 2019 7:01 pm
Forum: Modding interface requests
Topic: on_robot_inserted event
Replies: 3
Views: 139

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: 77

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: 13
Views: 610

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: Modding interface requests
Topic: Surface.upgrade_area{} returns information
Replies: 2
Views: 94

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: Modding interface requests
Topic: on_robot_inserted event
Replies: 3
Views: 139

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: Modding interface requests
Topic: Surface.upgrade_area{} returns information
Replies: 2
Views: 94

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: 81

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: Ideas and Suggestions
Topic: Upgrade planner for no module to module
Replies: 12
Views: 651

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: 83

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: Ideas and Suggestions
Topic: Upgrade planner for no module to module
Replies: 12
Views: 651

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: 81

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: 282
Views: 44336

Re: Mylon's Many Mods

I published a big update to Bot Servicing. It now includes an optional hard mode!

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