Search found 89 matches
- 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...
- 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 ...
- 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
- 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 ...
- 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.
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.
- 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.
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.
- Wed Jun 27, 2018 5:47 pm
- Forum: Implemented mod requests
- Topic: Rail LuaEntity - query rail block state
- Replies: 3
- Views: 1340
- 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...
- 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"
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"
- 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...
- 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 ...
- 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.
- 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...
- 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...
- 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.
Same should work for the lone carriage/loco.
- 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.
- 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.
Even better would be real support for tabbed planels.
- 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...
- 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...
- 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.
I would like to be able to only remove certain types of decoratives in an area.