Search found 108 matches

by Stringweasel
Fri Aug 05, 2022 7:54 am
Forum: Resolved Problems and Bugs
Topic: [1.1.64] chest filter bug
Replies: 4
Views: 395

Re: [1.1.64] chest filter bug

It's a mod. It was recently made possible for mods to add filters to normal chests.
by Stringweasel
Fri Aug 05, 2022 6:07 am
Forum: Modding interface requests
Topic: Allow "input-output" fluid arrows for crafting machines
Replies: 1
Views: 86

Re: Allow "input-output" fluid arrows for crafting machines

+1 for b!

It could indirectly help clean up Fluidic Power where the input-output arrows are shown while the entity is in the cursor. It's already possible to remove it when placed with 'hide-alt-info', but that might hide more than you really want.

For reference: 97809
by Stringweasel
Mon Jul 25, 2022 2:59 pm
Forum: Ideas and Suggestions
Topic: Ability to draw on map
Replies: 41
Views: 6327

Re: Ability to draw on map

This can cleanly be solved by giving modders access to draw on map view. Vote for the request here :P
by Stringweasel
Fri Jul 22, 2022 7:51 am
Forum: DyWorld
Topic: Not work
Replies: 2
Views: 99

Re: Not work

Pretty sure DyWorld isn't updated for SE 0.6. But it's better to check out DyWorld's Discord, there's likely more information there.
by Stringweasel
Sun Jul 17, 2022 1:43 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 256
Views: 31263

Re: Small documentation improvement requests

RotatedAnimation::tint is ignored when RotatedAnimation::apply_runtime_tint is supplied.

This was confusing because I thought "tint" would set the default runtime-tint, which it unfortunately doesn't.
by Stringweasel
Wed Jul 06, 2022 11:25 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Circular Kovarex Enrichment Setup
Replies: 41
Views: 83789

Re: Circular Kovarex Enrichment Setup

spiral_power wrote: ↑
Wed Jul 06, 2022 1:16 am
By the way, why was I using the blue modules at the time...was red unavailable?
There was a time period between 0.15 and 0.17 where it wasn't usable with Kovarex, as seen on the Wiki.
by Stringweasel
Mon Jul 04, 2022 2:10 pm
Forum: Gameplay Help
Topic: Oddity in Belt Efficiency
Replies: 11
Views: 543

Re: Oddity in Belt Efficiency

Have you tried letting the copper cable belt back up first, and then allow the red circuit assemblers to start picking it up? It might have the capability, but because the margins are so incredibly tight it will take forever to reach equilibrium, because the first assemblers' buffers need to be fill...
by Stringweasel
Fri Jun 17, 2022 6:04 am
Forum: Logistic Train Network
Topic: Can I public preview for my pull requests?
Replies: 4
Views: 314

Re: Can I public preview for my pull requests?

You can make these changes on locally on your PC and play with the modified LTN, that's fine. As long as you don't publish that to other people, like adding it to the mod portal.

I'm not the creator of LTN though, just some guy. But that's how it typically works.
by Stringweasel
Sun Jun 12, 2022 3:13 pm
Forum: Videos
Topic: Approaching 10k science per minute
Replies: 3
Views: 442

Re: Approaching 10k science per minute

They manually places the ores in convenient locations.
by Stringweasel
Sun Jun 12, 2022 1:43 pm
Forum: Videos
Topic: Approaching 10k science per minute
Replies: 3
Views: 442

Re: Approaching 10k science per minute

If you think that's impressive, you should see this base. It can run (on a good PC) a 40k science per minute at 60 UPS! https://www.reddit.com/r/technicalfactorio/comments/v53sz7/high_ups_40k_cell_base/ Granted, it doesn't generate it's own power (I think), but solar panels are neglible for UPS anyw...
by Stringweasel
Sun Jun 12, 2022 11:15 am
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 256
Views: 31263

Re: Small documentation improvement requests

IMO a note should be added to on_player_driving_changed_state.
This event is not raised when the vehicle is destroyed and the player consequently ejected.
It might be good to be explicit, because this is an undocumented recent change in the past few versions. See 102511 for reference.
by Stringweasel
Fri May 27, 2022 4:46 pm
Forum: Not a bug
Topic: [1.1.59] on_player_driving_changed_state no longer fired when vehicle destroyed
Replies: 3
Views: 335

Re: [1.1.59] on_player_driving_changed_state not fired when vehicle destroyed

Rseding91 wrote: ↑
Fri May 27, 2022 4:41 pm
Thanks for the report however this is intended.
I understand, it is quite the edge case, although it's odd not to have been mentioned in the changelogs since it's a significant change to how and when the event fires.

I'll work around it using entity destroyed then. Thanks for the look into it!
by Stringweasel
Thu May 26, 2022 3:33 pm
Forum: Not a bug
Topic: [1.1.59] on_player_driving_changed_state no longer fired when vehicle destroyed
Replies: 3
Views: 335

[1.1.59] on_player_driving_changed_state no longer fired when vehicle destroyed

What The on_player_driving_changed_state event no longer fires when a vehicle is destroyed and the driver kicked out. This used to be the case before, and changed somewhere since 1.1.42. It might be a regression after 100122 . It's the only thing I could find in the changelogs that seems relevant. ...
by Stringweasel
Tue May 17, 2022 11:30 am
Forum: Modding help
Topic: Secondary "Power" Grid
Replies: 8
Views: 444

Re: Secondary "Power" Grid

The only problem now is that this doesn't prevent powering plasma machines with electricity. Another option is to disable your plasma machines when they touch a normal electric pole's coverage, similar to SE's beacon overload system, also mimicked by Beacon Rebalance . You could make it part of the...
by Stringweasel
Tue May 17, 2022 6:34 am
Forum: Modding help
Topic: Secondary "Power" Grid
Replies: 8
Views: 444

Re: Secondary "Power" Grid

I guess another question you can ask is: what do you want to achieve? For example, if you go the fluid direction then your plasma grid will not behave like electricity in the sense that it has perfect and instant transmission. Fluids will have to flow through all the poles to get where it needs to b...
by Stringweasel
Tue May 17, 2022 6:30 am
Forum: Modding help
Topic: Secondary "Power" Grid
Replies: 8
Views: 444

Re: Secondary "Power" Grid

Yes, it is. You can only filter one type though. This means a FluidBox will only accept one type of fluid, or all of them. Going the fluids route might be hard to do, because it's a real a pain to work with. Especially where you need to turn electricity into fluid and fluid back into electricity so...
by Stringweasel
Sun May 08, 2022 2:28 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.57] Syncronize mods with save fails silently with slow internet connection
Replies: 1
Views: 347

[Rseding91] [1.1.57] Syncronize mods with save fails silently with slow internet connection

Hello! I'm not sure if this is intended behaviour, or me missing something. However, it caused quite a bit of confusion for me to realize what's going on, so I hope that it can be improved if possible. Might help other people who has bad internet, like me, to have less head-scratch moments in the fu...
by Stringweasel
Fri Apr 22, 2022 11:06 am
Forum: Ideas and Requests For Mods
Topic: RANDOM / unpredictable output of Factories
Replies: 4
Views: 403

Re: RANDOM / unpredictable output of Factories

If you're looking for a more random playthrough you could try Vill's Recipe Randomizer :)

You can read about how it works here: https://alt-f4.blog/ALTF4-33/
by Stringweasel
Tue Apr 19, 2022 8:59 pm
Forum: Minor issues
Topic: [1.1.53] Pump speed exceeding maximum when multiple fluidbox connections
Replies: 2
Views: 501

Re: [1.1.53] Pump speed exceeding maximum when multiple fluidbox connections

I'd prefer you keep it as is :P

Thanks though! Didn't expect or really need it to change. Was merely an interresting bug report.

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