Search found 89 matches

by Godmave
Sat Aug 04, 2018 12:55 pm
Forum: General discussion
Topic: [Poll] "No research queue for you"
Replies: 27
Views: 8238

Re: [Poll] "No research queue for you"

The devs have decided to remove the research queue implementation for 0.17. Nope, once again ONE dev has decided. So the overall decision was to remove this feature, on the condition that I have to say that I kovarex, personally, killed it. I am the one to blame :) Feels like the bots vs belts topi...
by Godmave
Fri Aug 03, 2018 1:20 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 82694

Re: Friday Facts #254 - No research queue for you

The thing is optional, if you don't like it don't use it. It is always "not good" if a single person decides what others need/want ;) And in a game that is all about automation, this is clearly contrary. It's ok to say "this is the way 'we' would like you to play" and disable it ...
by Godmave
Tue Jul 03, 2018 10:51 am
Forum: Modding interface requests
Topic: Event request: on_recipe_changed
Replies: 18
Views: 4453

Re: Event request: on_recipe_changed

Or enabling the close event for any closing, not just explicit, would help me (use_colors change for lamps) and probably others too.
by Godmave
Fri Jun 29, 2018 8:32 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 70071

Re: Friday Facts #249 - Dead end exploration

One way to reduce the clutter would be to destroy empty blueprints on curser when you press 'q'. Have them required to be put in a slot if one wants an empty sheet. As you said, there are two kinds of blueprint use-cases. The "I have a good build I want to use often", and the "I need ...
by Godmave
Thu Jun 28, 2018 12:00 pm
Forum: Resolved Requests
Topic: Prototype Documentation
Replies: 20
Views: 4185

Re: Prototype Documentation

It's all good (for me). If I don't find something I just ask on discord ;)

Things I might have searched for in the last month would be:
Prototype/GuiStyle
Prototype/Rail
Prototype/TrainStop

But since I don't even remember that, it is not in the least important for me.
by Godmave
Thu Jun 28, 2018 11:44 am
Forum: Resolved Requests
Topic: Prototype Documentation
Replies: 20
Views: 4185

Re: Prototype Documentation

Possible reason for low usage: people don't find what they are looking for too often and disregard the wiki for that kind of lookup

I did not often search for prototypes, but when I did all I found in the wiki was a red link, meaning there is no page for that prototype.
by Godmave
Tue Jun 26, 2018 10:50 am
Forum: Modding interface requests
Topic: Kitchensink
Replies: 7
Views: 2288

Re: Kitchensink

I started a little mod yesterday that I might extend to more stuff and the ability to generate the add{} code to copy/paste. https://mods.factorio.com/mod/kitchensink But that's inside the game. Some outside reference would be better I guess, for the cases where your own code prevents starting the m...
by Godmave
Mon Jun 25, 2018 1:36 pm
Forum: Won't implement
Topic: Ability to create/modify/remove recipes at the control-stage
Replies: 3
Views: 1054

Re: Ability to create/modify/remove recipes at the control-stage

@eradicator

yes, that is what I recommended in discord too. I only opened this thread so it is here to find. As in "asked and answered" :)
by Godmave
Mon Jun 25, 2018 1:12 pm
Forum: Won't implement
Topic: New event on_control_behavior_changed
Replies: 3
Views: 965

Re: New event on_control_behavior_changed

The best option would be to be able to choose. The changed by player can be emulated by hooking the other two events (on_gui_closed and on_entity_settings_pasted) The changed due to circuit-condition would catch all changes, but might lead to more (over-)load when you have lots of "flickering&q...
by Godmave
Mon Jun 25, 2018 12:05 pm
Forum: Won't implement
Topic: New event on_control_behavior_changed
Replies: 3
Views: 965

New event on_control_behavior_changed

Would fire when the the control_behavior of an entity gets changed. My use-case: At the moment I have to iterate all lamps on a map to see if there is any change (i.e. in use_colors) An event that fires if there is a change would make a lot of useless iteration and checks disappear. To not fire for ...
by Godmave
Mon Jun 25, 2018 11:31 am
Forum: Modding interface requests
Topic: train stop id and TrainScheduleRedord.targetid
Replies: 4
Views: 1580

Re: train stop id and TrainScheduleRedord.targetid

As a LuaEntitiy the train-stop already got an unique id in the unit_number.
by Godmave
Mon Jun 25, 2018 9:52 am
Forum: Won't implement
Topic: Ability to create/modify/remove recipes at the control-stage
Replies: 3
Views: 1054

Ability to create/modify/remove recipes at the control-stage

Just so the request is there, with no real hope that it gets implemented :) Use-case: Allow for dynamic recipes. Either influenced by external factors, or for production challenges/goals. "Build 100000 green circuits, but due to [reason] they cost double the iron plates and an additional copper...
by Godmave
Mon Jun 25, 2018 7:48 am
Forum: Modding interface requests
Topic: Kitchensink
Replies: 7
Views: 2288

Re: Kitchensink

@eradicator: Yea, something like https://getbootstrap.com/docs/4.1/components/alerts/ would be better I guess. The other one only gives a fast overview how things look with that theme providing that you already know how to create stuff. For starters a list of available types/styles and how they woul...
by Godmave
Mon Jun 25, 2018 7:37 am
Forum: Modding interface requests
Topic: allow rotating carriages while connected
Replies: 5
Views: 1912

Re: allow rotating carriages while connected

Brute force for the luaTrain.rotate() would be serialization and deserialization in the opposite direction, but (since you can on the c++ side) keep the trainId.
Same should work for the lone carriage/loco.
by Godmave
Sun Jun 24, 2018 7:54 am
Forum: Modding interface requests
Topic: Kitchensink
Replies: 7
Views: 2288

Re: Kitchensink

That would be the "how they" look part. Still would be no big help for modders since you do not get the type/style you have to use in lua to get them.
by Godmave
Sat Jun 23, 2018 2:49 pm
Forum: Implemented mod requests
Topic: Vanilla Button-Styleset for Tabs
Replies: 3
Views: 1158

Vanilla Button-Styleset for Tabs

You already got them in the game somewhere. They are used for example in the train schedule UI.
Even better would be real support for tabbed planels.
by Godmave
Sat Jun 23, 2018 2:44 pm
Forum: Modding interface requests
Topic: Kitchensink
Replies: 7
Views: 2288

Kitchensink

Not modding interface related, but would be a big help for any modder that tries to do UIs in factorio. A kitchensink is an overview of all available (vanilla) styles, their configurable attributes, and how they look. Something like this http://code.divshot.com/bootstrap-theme-white-plum/examples/ki...
by Godmave
Thu Jun 21, 2018 8:08 am
Forum: Modding interface requests
Topic: Fuel Slots lockable by Code
Replies: 8
Views: 2311

Re: Fuel Slots lockable by Code

Alternative to that: Put a big battery in the fuel-slot and let it be charged at stations or exchanged by the player. If there was an event on_remove_fuel you could take the leftover burner-gauge and tag the item with it (not sure if/how that would work) more generic: Put a tank (the one holding liq...
by Godmave
Wed Jun 20, 2018 8:45 am
Forum: Implemented mod requests
Topic: Add optional filter to destroy_decoratives
Replies: 1
Views: 733

Add optional filter to destroy_decoratives

I know, there is for sure nothing more unimportant than this. But anyway:
I would like to be able to only remove certain types of decoratives in an area.

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