Search found 320 matches

by Stringweasel
Sun Oct 23, 2022 1:28 pm
Forum: Ideas and Suggestions
Topic: Ways to use biters for resources & electricity
Replies: 11
Views: 2428

Re: Ways to use biters for resources & electricity

This is an interesting idea. I'm working on something, let's see where it goes :)

Won't be using gas though.
by Stringweasel
Sun Oct 23, 2022 7:58 am
Forum: General discussion
Topic: Factorio and its optimisation
Replies: 8
Views: 3746

Re: Factorio and its optimisation

Programming languages are all just different tools. It's like comparing hammers with screwdrivers. Different pro's and cons depending on what you want to build a how you want to build it. I think what was a way more decision in Factorio was their decision to build their own game-engine. They could h...
by Stringweasel
Sun Oct 23, 2022 6:46 am
Forum: General discussion
Topic: Evolution of life on Nauvis
Replies: 9
Views: 1992

Re: Evolution of life on Nauvis

I think Stringweasel is referencing a mod, because I remember one that is exactly that. Haha yes, I was referencing the indepth mod Nullius. At the moment there is no official lore for Factorio so it's fun to think of theories. Wube did at least entertain the idea of having Factorio lore in the ear...
by Stringweasel
Sat Oct 22, 2022 2:44 pm
Forum: General discussion
Topic: Evolution of life on Nauvis
Replies: 9
Views: 1992

Re: Evolution of life on Nauvis

Rumour has it that it was void of life, water, and copper. Then an android landed on the planet and terraformed the entire planet into the Nauvis as we know it today, filled with rich plant life and pesky natives
by Stringweasel
Thu Oct 20, 2022 5:40 am
Forum: Implemented mod requests
Topic: Localised string "if key is unknown use something else" (or equivalent)
Replies: 14
Views: 3864

Re: Locale operator to silence missing keys

+1

In Space Spidertron and Fluidic Power I dynamically generate entity prototypes based on existing ones, and there's no way to cleanly modify and retain the original description.
by Stringweasel
Wed Oct 19, 2022 6:56 pm
Forum: Modding help
Topic: How Does Power and Signal Transfer Work?
Replies: 1
Views: 426

Re: How Does Power and Signal Transfer Work?

Electricity is quite hardcoded and is not easy mod. The fundemental behaviour is that if two poles are connected with copper wire they will always share an electric network. Can't change the wire type, or how the network works. If you want wireless power you will likely have to create a second surfa...
by Stringweasel
Wed Oct 19, 2022 1:26 pm
Forum: General discussion
Topic: Why are containers UPS problems?
Replies: 7
Views: 2420

Re: Why are containers UPS problems?

As a programmer myself, I think it's very easy to look from the outside and think "it should just work, right?". And I've stepped it that trap a lot, because code is more complicated and not as simple as it seems. Yeah, sometimes it's possible, but is it a good idea? I always try to guage ...
by Stringweasel
Wed Oct 19, 2022 1:03 pm
Forum: This Forum
Topic: What is worth suggesting to the game
Replies: 6
Views: 1718

Re: What is worth suggesting to the game

I don't think it's ever wrong to make suggestions, I would even encourage it. Maybe a modder sees your idea and decides to implement it as well. As long as your friendly about it, and understand that everybody has different ideas about what should be part of vanilla. And ultimately Wube will decide ...
by Stringweasel
Sun Oct 16, 2022 8:06 pm
Forum: Not a bug
Topic: [1.1.34] Modding: graphics errors with layered recipe icons.
Replies: 3
Views: 1750

Re: [1.1.34] Modding: graphics errors with layered recipe icons.

Another limitation seems to be when layers icons need to fade. I saw two cases: Alerts flashing The "filtered" slots in an assembler that's faded. Each layer is faded individually, meaning where they overlap is a brighter spot. Looks kinda odd. https://i.imgur.com/KQxZQur.png I just took a...
by Stringweasel
Sun Oct 16, 2022 7:54 pm
Forum: Modding help
Topic: on_player_selected_area
Replies: 39
Views: 4081

Re: on_player_selected_area

do you know how to block the player from mining an entity... i want the entity to remain operable but the player cannot mine Maybe you can use this? https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.minable Or some players seem to listen for the mine event, and then clone the entity agai...
by Stringweasel
Sun Oct 16, 2022 1:58 pm
Forum: Modding help
Topic: on_player_selected_area
Replies: 39
Views: 4081

Re: on_player_selected_area

Now it works!
by Stringweasel
Sun Oct 16, 2022 7:32 am
Forum: Resolved Problems and Bugs
Topic: [1.1.69] Electric pole ghost does not respect draw_copper_wires=false
Replies: 2
Views: 1614

[1.1.69] Electric pole ghost does not respect draw_copper_wires=false

What When setting draw_copper_wires=false on an electric pole prototype the setting is ignored when placing ghosts. https://i.imgur.com/E2fpMJG.png On the left is a pole-in-cursor, in the middle is an actual pole entity, and on the right is a pole ghost. Notice how there is a copper wire drawn only...
by Stringweasel
Sat Oct 15, 2022 1:21 pm
Forum: Modding help
Topic: on_player_selected_area
Replies: 39
Views: 4081

Re: on_player_selected_area

I've never seen that before. I would just click `Contact Support` and try to get it fixed somehow :)
by Stringweasel
Sat Oct 15, 2022 6:38 am
Forum: Modding help
Topic: on_player_selected_area
Replies: 39
Views: 4081

Re: on_player_selected_area

evandro_6565 wrote:
Fri Oct 14, 2022 11:20 pm
here is my repository,
I think your profile and/or repository is set to private because I can't open the page :)
by Stringweasel
Fri Oct 14, 2022 12:51 pm
Forum: Gameplay Help
Topic: Kovarex Enrichment | Inserters
Replies: 20
Views: 3444

Re: Kovarex Enrichment | Inserters

Midge wrote:
Fri Oct 14, 2022 12:02 pm
my current process:
Image
That looks like a really good setup :) Once it gets going it should work well!
by Stringweasel
Fri Oct 14, 2022 10:57 am
Forum: Gameplay Help
Topic: Kovarex Enrichment | Inserters
Replies: 20
Views: 3444

Re: Kovarex Enrichment | Inserters

Midge wrote:
Fri Oct 14, 2022 10:52 am
any alternate ways?
Stringweasel wrote:
Fri Oct 14, 2022 10:29 am
Not a simple way. You'd have to using combinators to count the amount of items the inserter picks up, and disable it when it has enough.
Additionally, you can also use some smarter tricks with fewer or even zero combinators IIRC, but always using circuit wires.
by Stringweasel
Fri Oct 14, 2022 10:43 am
Forum: Modding help
Topic: on_player_selected_area
Replies: 39
Views: 4081

Re: on_player_selected_area

do you know the code to create this hole through this script Pretty sure it's an entity, as seen here in the prototype for an explosive rocket entity_name = "medium-scorchmark-tintable", The file is here though, you can even make a sprite out of it: Factorio_1.1.69\data\base\graphics\enti...
by Stringweasel
Fri Oct 14, 2022 10:29 am
Forum: Gameplay Help
Topic: Kovarex Enrichment | Inserters
Replies: 20
Views: 3444

Re: Kovarex Enrichment | Inserters

Not a simple way. You'd have to using combinators to count the amount of items the inserter picks up, and disable it when it has enough.

The easy way it just to wait until you have more 235 :)
by Stringweasel
Fri Oct 14, 2022 8:49 am
Forum: Ideas and Suggestions
Topic: Don't connect to deconstructed power / No auto connect wires when deconstruccting
Replies: 10
Views: 1840

Re: Don't connect to deconstructed power / No auto connect wires when deconstruccting

I run into this a lot, needing to move a big electric pole over a few tiles. Have you tried the spectacular mod Picker Dollies ? Hover your cursor over the pole (or any entity), then Shift+Arrow will move the pole one to any direction. Also super useful when you want to move big warehouses full of ...

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