Search found 75 matches

by blueblue
Fri Oct 20, 2017 4:53 pm
Forum: Implemented mod requests
Topic: Add can_player_place functionality
Replies: 0
Views: 546

Add can_player_place functionality

I need a function that allows me to check wether a player could place an entity. The surface.can_place function returns false if a placement location e.g. of an inserter is blocked by items, which is not what I want. My current method to deal with this is removing all items in the target location, c...
by blueblue
Tue Aug 29, 2017 11:47 pm
Forum: Already exists
Topic: Set player.mining_state.position when hand-mining resources.
Replies: 2
Views: 1357

Set player.mining_state.position when hand-mining resources.

The player.mining_state.position value is currently {0, 0} when I'm mining iron ore with the player. The relevant events also dont return the ore entity or its position. Can you set this to the location of the iron ore patch instead please?
by blueblue
Sun Aug 20, 2017 1:54 pm
Forum: Mods
Topic: [MOD 0.15.x] Ore Chaos
Replies: 22
Views: 11855

Re: [MOD 0.15.x] Ore Chaos

@darkfrei: Thanks for the suggestion. The modding API allows it, but I dont like it from the game designer perspective. Currently it's very obvious to the player what's happening. Just from the graphics of the ore tiles, the player knows which resources he will get from a patch. Since I allow the pl...
by blueblue
Sat Aug 19, 2017 3:15 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 388816

Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

Huh, good point. Performance usually doesnt become a concern in my test games so I didnt think of that.
by blueblue
Sat Aug 19, 2017 2:54 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [15.33] Replay freezes after reducing speed
Replies: 9
Views: 4901

Re: [Dominik] [15.33] Replay freezes after reducing speed

Waiting for new version intensifies.
by blueblue
Sat Aug 19, 2017 2:29 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 388816

Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

I think there's a minor bug with matter sources not producing 100% compressed belts. I'm still not completely sure what's happening here, it might also be a bug in the base game or just a bug in my setup. I have a setup that tests how many items an inserter can move in a minute which uses matter sou...
by blueblue
Sat Aug 19, 2017 12:01 pm
Forum: Mods
Topic: [MOD 0.15.x] Ore Chaos
Replies: 22
Views: 11855

Re: [MOD 0.15.x] Ore Chaos

I cant quite reproduce this, because I dont know which mod creates that borehole resource. But I suspect I know what causes this so I hope what I am doing now will fix this.
by blueblue
Tue Jul 11, 2017 7:20 pm
Forum: Ideas and Suggestions
Topic: Ground-based worker bots for early-mid game
Replies: 5
Views: 2948

Re: Ground-based worker bots for early-mid game

Do you want to elaborate on the tasks these bots would perform? I like the idea of an automated tree-cleaner and it seems reasonably simple even for new players. I'm working on a mod that makes the early-game more bearable for advanced players. I'm currently just giving access to the usual flying bo...
by blueblue
Mon Jul 10, 2017 3:48 pm
Forum: Ideas and Suggestions
Topic: Inserters between labs shouldnt transfer depleted packs
Replies: 13
Views: 4602

Re: Inserters between labs shouldnt transfer depleted packs

@Ripshaft A lot of these setups were on the factorio subreddit a while ago. You can get a very compact science setup by combining the traditional parallel approach with series, for example make rows with five labs each and add rows as you need them. You're also indeed missing the point of this. Here...
by blueblue
Sun Jul 09, 2017 11:00 pm
Forum: Ideas and Suggestions
Topic: Allow Rotation of entity ghosts
Replies: 2
Views: 990

Allow Rotation of entity ghosts

Allow players to rotate ghosts that are already placed using the R and Shift + R keys. This is probably an easy change to make and it makes it way less spooky to work with ghosts, I find myself in need of this feature often when I'm remotely laying belt for example. As an additional suggestion, allo...
by blueblue
Wed Jul 05, 2017 5:20 pm
Forum: Ideas and Suggestions
Topic: Inserters between labs shouldnt transfer depleted packs
Replies: 13
Views: 4602

Re: Inserters between labs shouldnt transfer depleted packs

Yes I didnt make myself very clear. My issue is that a lot of the time my inserters are busy transferring science packs that only have 5% left in them or less. My setup converges to a state where the last lab will take a low % science pack from the one before that, use up that one, get another low %...
by blueblue
Wed Jul 05, 2017 4:06 pm
Forum: Ideas and Suggestions
Topic: Inserters between labs shouldnt transfer depleted packs
Replies: 13
Views: 4602

Inserters between labs shouldnt transfer depleted packs

As the game is in 0.15.27, if you chain labs with inserters and set the stack size to 1, the inserters will transfer the science pack with whatever depletion is left of it. This leads to only the last lab in the chain actually depleting any science packs, the others usually transfer their pack to th...
by blueblue
Tue Jul 04, 2017 8:33 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 210247

Re: [MOD 0.15] Upgrade planner

I ran into a crash. Reproduced on a new save with no other mods active: store a ruleset, store a second ruleset, delete the first, attempt to store a third ruleset. Error while running event upgrade-planner::on_gui_click(ID 1) Gui element with name upgrade-planner-storage-entry-3 already present in ...
by blueblue
Mon Jun 26, 2017 12:31 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Allow Map View Manipulation of Constant Combiator
Replies: 7
Views: 2385

Re: [Request] Allow Map View Manipulation of Constant Combiator

I support any idea that enhances map view control. This especially seems to encourage use of combinators while keeping the game balanced, so it's a great idea in my book. On the other hand I'm not sure if this is possible using mods. The interaction between mods and mapview is very limited currently...
by blueblue
Mon Jun 26, 2017 10:50 am
Forum: Mods
Topic: [MOD 0.15.x] Ore Chaos
Replies: 22
Views: 11855

Re: [MOD 0.15.x] Ore Chaos

Thank you for the report, I hope version 0.3.2 fixes this issue.
by blueblue
Sun Jun 25, 2017 11:11 pm
Forum: Modding help
Topic: Desync
Replies: 4
Views: 1151

Re: Desync

Can we please put "Use the global table for stuff that is not local to a single tick, otherwise you get desyncs in multiplayer" somewhere near that page? This page only tells me to use it for data that I need to persist between save/load.
by blueblue
Sun Jun 25, 2017 8:28 am
Forum: Modding help
Topic: Desync
Replies: 4
Views: 1151

Re: Desync

Thank you for the comprehensive answer!

Since my google-fu is evidently lacking, is this documented somewhere? I feel I went through a good bit of the lua-api pages now, which is where I would expect this kind of thing to come up.
by blueblue
Sun Jun 25, 2017 12:08 am
Forum: Modding help
Topic: Impossible start
Replies: 7
Views: 3400

Re: Impossible start

This is 0.14 isnt it. Is there a reason you arent using 0.15? I dont know the involved mods well enough to point to a specific mod but updating might fix the issue.
by blueblue
Sun Jun 25, 2017 12:00 am
Forum: Modding help
Topic: Desync
Replies: 4
Views: 1151

Desync

I'm getting reports by multiple users that a mod I created causes desyncs, likely in combination with other mods. Is there anything I should change about my mod or is this something for the devs to fix? I am currently not in a situation where I can attempt to reproduce the desync.

Go to advanced search