Search found 319 matches

by Stringweasel
Sat Feb 24, 2024 8:07 am
Forum: Not a bug
Topic: [1.1.104] No victory screen after first Rocket Launch
Replies: 9
Views: 648

Re: [1.1.104] No victory screen after first Rocket Launch

Is there any way for me to reenable the victory screen for this save file? Only by hex editing the save. There's a thread somewhere around here titled something or other about enabling achievements. Actually it's quite easy using a command, but it will disable achievements. I didn't test the comman...
by Stringweasel
Sat Feb 24, 2024 7:42 am
Forum: Not a bug
Topic: [1.1.104] No victory screen after first Rocket Launch
Replies: 9
Views: 648

Re: [1.1.104] No victory screen after first Rocket Launch

The vanilla victory suffers from the same problem Better Victory Screen currently also suffers from. If a mod wants to trigger the victory itself then it disables the vanilla victory condition. But when that mod is then removed the vanilla victory condition is never restored. It's a scenario that sh...
by Stringweasel
Tue Feb 20, 2024 10:57 am
Forum: General discussion
Topic: how long have you played factorio ?
Replies: 36
Views: 11430

Re: how long have you played factorio ?

Somewhere August/Sepember will mark my 10 year anniversary of playing Factorio for the first time :shock:
by Stringweasel
Thu Feb 15, 2024 1:01 pm
Forum: Ideas and Suggestions
Topic: Player Inventory Width Setting/Value
Replies: 17
Views: 1863

Re: Custom Inventory Width

This is possible with a mod. This mod can do it

https://mods.factorio.com/mod/Custom-Pr ... n-UI-Fixed
by Stringweasel
Thu Feb 15, 2024 12:58 pm
Forum: Mods
Topic: SE Mod - got space capsule - can't build cargo rocket sections without having gone to space first?
Replies: 3
Views: 542

Re: SE Mod - got space capsule - can't build cargo rocket sections without having gone to space first?

You should be able to build rocket sections on Nauvis with regular Nauvis materials and machines. You cannot fly to orbit with a Capsule yet, using a Cargo Rocket is the intended way. To build rocket sections - I need components that can only be built in a machine that can only be built in space? Wh...
by Stringweasel
Thu Feb 15, 2024 11:56 am
Forum: General discussion
Topic: Seed maps from the Factorio 2020 trailer
Replies: 1
Views: 274

Re: Seed maps from the Factorio 2020 trailer

Not sure what you mean with "seed cards", but if you're looking for the map (or map exchange string) the map is available from the original trailer. So it's an old save file from Factorio 0.10, but it's possible to migrate it all the way to 1.1. https://forums.factorio.com/viewtopic.php?p=...
by Stringweasel
Wed Feb 14, 2024 8:32 am
Forum: Ideas and Suggestions
Topic: What if Lubricant was needed for the big mining drill?
Replies: 13
Views: 940

Re: What if Lubricant was needed for the big mining drill?

+1 Yeah this sounds fun to me too. I love the idea of having a little lubricant train that needs service all the mining outposts.
by Stringweasel
Fri Feb 09, 2024 12:15 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 118
Views: 17134

Re: Friday Facts #397 - Factoriopedia

Definitely a much needed feature! It looks great :D One little remark, the two most used things in the information panel (except maybe for the stack-size, etc) is likely the "Ingredients" and "Used In". The "Unlocked By" is rarely used, but now it's taking up a lot of s...
by Stringweasel
Wed Feb 07, 2024 8:50 am
Forum: Not a bug
Topic: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events
Replies: 7
Views: 454

Re: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events

For reference, here is the person - who wrote the profiler you used - saying that .valid is the cheapest possible API call.
by Stringweasel
Wed Feb 07, 2024 8:42 am
Forum: Not a bug
Topic: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events
Replies: 7
Views: 454

Re: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events

(Yes, I'm aware occasion mods fail to signal as well but those tend to get fixed quickly, and the entity.valid == true check is relatively expensive compared to the rest of the code - that one check is about 10% of its runtime according to the profiler). Not sure how you tested the performance of t...
by Stringweasel
Tue Feb 06, 2024 2:43 pm
Forum: Ideas and Requests For Mods
Topic: [IDEA] ICBMs
Replies: 7
Views: 485

Re: [IDEA] ICBMs

You might be looking for the mod Ballistic Missile :)

Image
by Stringweasel
Sat Feb 03, 2024 10:07 am
Forum: Modding interface requests
Topic: Distance limit parameter for `spill_item_stacks`
Replies: 4
Views: 610

Re: Distance limit parameter for `spill_item_stacks`

+1 My use case is in Biter Power I have turrets that shoots cages to capture biters. This is done with scripting for a few reasons and thus uses spill_item_stack. And if the player doesnt clean up enough the same problem as outlined above might arise. If 2.0 is used to change the function to accept ...
by Stringweasel
Mon Jan 29, 2024 8:08 pm
Forum: Ideas and Suggestions
Topic: Better victory GUI
Replies: 8
Views: 2318

Re: Better victory GUI

A small note to add, if this gets added to vanilla I think it's important that mods need to be able to add (and remove?) stats in the GUI. Some really cool things have already been added to Better Victory Screen by mods which I think will be really fun for the player to see in modded games.
by Stringweasel
Wed Jan 24, 2024 9:35 pm
Forum: Modding help
Topic: on_entity_damaged damage_type returns __self = 0
Replies: 4
Views: 280

Re: on_entity_damaged damage_type returns __self = 0

Is that while printing it using serpent? Or logging it? Looks like a LuaObject, which can't be printed.

Of you show your code it would be easier to help.
by Stringweasel
Wed Jan 24, 2024 9:37 am
Forum: Ideas and Requests For Mods
Topic: Breadboards for circuit network combinators
Replies: 3
Views: 299

Re: Breadboards for circuit network combinators

If you want a tool with less bells and whistles you can try

https://mods.factorio.com/mod/circuitissimo
by Stringweasel
Mon Jan 22, 2024 6:43 pm
Forum: Documentation Improvement Requests
Topic: LuaBurner.currently_burning allows writing string too
Replies: 1
Views: 320

Re: LuaBurner.currently_burning allows writing string too

Another little note, it's possible to set `currently_burning` to any fuel, regardless of the burner's fuel category.
by Stringweasel
Fri Jan 19, 2024 3:09 pm
Forum: Documentation Improvement Requests
Topic: More information on game.set_game_state
Replies: 1
Views: 254

Re: More information on game.set_game_state

Added note about this function only triggering the "Game Finished" screen the first time it's called, unless...

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