Search found 2538 matches
- Sun Jan 28, 2024 4:08 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 17183
Re: Friday Facts #395 - Generic interrupts and Train stop priority
For example I have made a setup where a supply train automatically supplies all outposts with generic building materials and keeps them topped off. Most of the time it sits at base waiting for a outpost to request supplies. With this change it would be a constant blinking warning hazard and require...
- Sun Jan 28, 2024 3:49 pm
- Forum: News
- Topic: Friday Facts #385 - Asteroid Collector
- Replies: 57
- Views: 13453
- Fri Jan 26, 2024 4:00 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 17183
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Hopefully interrupts will fill the role of stop skipping? That was the one good thing of being able to disable the stations. --------------------------------- I never used icons in stop names, making that a necessity sounds like a terrible idea Same. Perhaps they'll do it by icon and localized name?
- Fri Jan 26, 2024 3:57 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 133
- Views: 21204
Re: Friday Facts #394 - Assembler flipping and circuit control
Technically the signals would be flipped across the axis of reflection (the horizontal or vertical line that divides the blueprint in half) along with the rails. I can see why you might think of it as "not flipping the signals" but I am thinking about it in a technical sense (see image be...
- Fri Jan 26, 2024 3:19 pm
- Forum: Ideas and Suggestions
- Topic: "Requires Mod" Blueprint parameter
- Replies: 8
- Views: 598
Re: "Requires Mod" Blueprint parameter
I think the suggestion of making sure any needed mods are installed couldn't work sensibly because you use a blueprint within a game, but mod changes must be outside a game. I'm also not sure the game can necessarily tell which mods are required for a given blueprint to work as intended, and it's d...
- Thu Jan 25, 2024 3:42 pm
- Forum: Ideas and Suggestions
- Topic: Proposal for achievements with mods.
- Replies: 5
- Views: 508
Re: Proposal for achievements with mods.
If it were me, I'd remove achievements altogether : I came under the conclusion that achievements have a tendency to : 1) make me play more (which is good) 2) make me play with less pleasure to the point I can get fed up with a game (which is bad) [3] A good game doesn't need achievements, and achi...
- Thu Jan 25, 2024 2:42 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 133
- Views: 21204
Re: Friday Facts #394 - Assembler flipping and circuit control
And all that 'splaining could've been summed up as a "no, I'd only want/support flipping the entities and track, not the signals themselves so the direction is preserved." ;) Technically the signals would be flipped across the axis of reflection (the horizontal or vertical line that divid...
- Thu Jan 25, 2024 1:33 am
- Forum: Modding help
- Topic: on_entity_damaged damage_type returns __self = 0
- Replies: 4
- Views: 278
Re: on_entity_damaged damage_type returns __self = 0
damage_type is a custom Lua object. You'll need to assign it to a var and then pull the specific value from it you are interested in.
https://lua-api.factorio.com/latest/cla ... otype.html
https://lua-api.factorio.com/latest/cla ... otype.html
- Thu Jan 25, 2024 1:24 am
- Forum: Duplicates
- Topic: [1.1.101] Can't always place corrner walls around spawner
- Replies: 3
- Views: 290
Re: [1.1.101] Can't always place corrner walls around spawner
This is because a corner wall piece has a larger collision box than the others.
- Thu Jan 25, 2024 1:02 am
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 133
- Views: 21204
Re: Friday Facts #394 - Assembler flipping and circuit control
Something to consider: does the player want to just flip the signals, only the other entities around the tracks, or both? I can see use cases for all 3, but this would require additional modes to handle, which, to me, just further bloats an already fairly bloated set of keybinds. :P *shrug* That is...
- Wed Jan 24, 2024 11:25 pm
- Forum: Modding help
- Topic: Calling other mods functions in the data stage
- Replies: 7
- Views: 433
Re: Calling other mods functions in the data stage
Sorry, replying from a phone so it's difficult to quote out the needed part. And for some reason I didn't think to put it like this before: pre-control stage, the different mods are not very well sandbox. While they are not able to access each other's local vars, they can access each other's globals...
- Wed Jan 24, 2024 6:50 pm
- Forum: Modding help
- Topic: Calling other mods functions in the data stage
- Replies: 7
- Views: 433
Re: Calling other mods functions in the data stage
You can also define a variable as a global (ie, not use the local keyword), then define functions as elements of the global var. I did that with my Restrictions on Artificial Tiles mod. Just be sure to make it truly unique, like using your mod's name as part of the var.
- Wed Jan 24, 2024 11:29 am
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 133
- Views: 21204
Re: Friday Facts #394 - Assembler flipping and circuit control
I'll drop my thoughts on the "stack" vs "bulk" naming situation as a programmer, though I haven't read the other comments so sorry if I'm being repetetive. "Stack" is a word that already has meaning within the context of Factorio. If you change that meaning, then exist...
- Wed Jan 24, 2024 2:59 am
- Forum: Ideas and Requests For Mods
- Topic: Bot needs/wants mod?
- Replies: 4
- Views: 389
Re: Bot needs/wants mod?
AFAIK, any and all logic with the bots are inaccessible to us. The most I've seen done are making ground based bots (most likely through the use of collision masks), manipulation of build zone ranges (on personal roboports) to force them into building closer entities first, and using events bots can...
- Wed Jan 24, 2024 2:51 am
- Forum: Duplicates
- Topic: [1.1.101][Linux] Pipe to Ground overlapping transport belts
- Replies: 3
- Views: 343
Re: [1.1.101][Linux] Pipe to Ground overlapping transport belts
Most likely they'll link you to this: 28783
Basically, this is a 2D game faking 3D. There's only so much they can do, and things like this will happen.
Basically, this is a 2D game faking 3D. There's only so much they can do, and things like this will happen.
- Wed Jan 24, 2024 2:48 am
- Forum: Ideas and Suggestions
- Topic: "Requires Mod" Blueprint parameter
- Replies: 8
- Views: 598
Re: "Requires Mod" Blueprint parameter
I think the suggestion of making sure any needed mods are installed couldn't work sensibly because you use a blueprint within a game, but mod changes must be outside a game. I'm also not sure the game can necessarily tell which mods are required for a given blueprint to work as intended, and it's d...
- Wed Jan 24, 2024 2:07 am
- Forum: Ideas and Suggestions
- Topic: Undergroud heat pipe
- Replies: 7
- Views: 2051
Re: Undergroud heat pipe
Yeah, rails are now capable of elevation, so the original reason for the request is outdated.
Ultimately, it wouldn't bother me if undergrounds were added, but I lean more towards not wanting, as this does leave some potential logistic puzzles in there.
Ultimately, it wouldn't bother me if undergrounds were added, but I lean more towards not wanting, as this does leave some potential logistic puzzles in there.
- Tue Jan 23, 2024 11:33 am
- Forum: General discussion
- Topic: Is there a specific reason why wood is so useless? [edit: I was wrong, it's not]
- Replies: 21
- Views: 2442
Re: Is there a specific reason why wood is so useless?
As mod solutions have been mentioned, but they are all overhaul mods (so do a lot more than simply give an alternative to wood), I'm just going to plug in here that there are smaller mods out there giving a new use to just wood, like gasification and/or charcoal, and other mods that allow trees to r...
- Mon Jan 22, 2024 3:55 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 133
- Views: 21204
Re: Friday Facts #394 - Assembler flipping and circuit control
"Left hand" and "right hand" traffic are higher level concepts that apply to the rail network as ideas in your head, they cannot be flipped by an algorithm seeing only a blueprint of a part of the rail network. I have found that it can make sense to flip double track (mainline) ...
- Sun Jan 21, 2024 7:52 pm
- Forum: Ideas and Suggestions
- Topic: An option to display input and output per 60 seconds
- Replies: 6
- Views: 369
Re: An option to display input and output per 60 seconds
this is something I don't much care about Glad you still decided to enlighten us with your important opinion on the topic Well, yeah. I don't want the added clutter on screen for something that I'd never use/don't want. I'm allowed to voice my opinion on that without getting snide remarks, thank you.