Search found 103 matches

by Stringweasel
Thu Jan 06, 2022 11:40 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 382
Views: 196794

Re: [0.17+] Space Exploration WIP

Someone on the ^^ my partner in my multiplayer game (me hosting) had the exact same issue. not sure whats up. no issues on my end as the host Good day after last update, I faced with a small problem in compability to Krastorio2 изображение_2022-01-05_154504.png On the SE Discord they said this can b...
by Stringweasel
Wed Dec 29, 2021 4:55 pm
Forum: Modding interface requests
Topic: Provide Display Resolution inside Simulations
Replies: 2
Views: 335

Re: Provide Display Resolution inside Simulations

So, not saying that I'd be against your idea of auto controlling the zoom, but I wouldn't want you to auto control the zoom. :lol: While obviously it'd be ideal to not see the "magic" off to the sides, on ultra-wides, I feel like it'd be less ideal to push the zoom in (auto or manually) f...
by Stringweasel
Wed Dec 29, 2021 1:56 pm
Forum: Modding interface requests
Topic: Provide Display Resolution inside Simulations
Replies: 2
Views: 335

Provide Display Resolution inside Simulations

What Make the display resolution accessable inside simulations. Currently the resolution stays constant (in my case 1017x1920 in window mode). Additionally from what I can see the on_player_display_resolution_changed event is never called. Why This is for the Hall of Fame mod. My simulations only l...
by Stringweasel
Wed Dec 15, 2021 3:58 pm
Forum: Modding help
Topic: [1.1] How to know if an object is stackable?
Replies: 6
Views: 558

Re: [1.1] How to know if an object is stackable?

That's because `light-armor` is of type `armor`, not `item`. When you have something in some inventory, they will always be of type `item`, and have a defined stack size. Just like the `nuclear-fuel` item you've shown. There will be a seperate entry for `light-armor` of type `item`, which will have ...
by Stringweasel
Sat Dec 11, 2021 9:27 am
Forum: Ideas and Suggestions
Topic: Bring Back the Rocket Launch Counter! (Please).
Replies: 2
Views: 450

Re: Bring Back the Rocket Launch Counter! (Please).

I don't think they should put it back in, because it doesn't really fit Factorio's clean UI. But there are a few vanilla ways to do it. You can, as you mentioned, mouse over the rocket silo. Or you could go into the production window, go the the "All" tab, and see the amount of satellites ...
by Stringweasel
Fri Dec 10, 2021 4:13 pm
Forum: Technical Help
Topic: Script error using when loading save/launching rocket on old save game.
Replies: 22
Views: 4150

Re: Script error using when loading save/launching rocket on old save game.

Hello! I've been struggling with this for a while now. My save has many level.dat files but no one file named "level.dat" without a number affixed to the end. Capture.PNG I just loaded the backup and it still runs (but will crash if I click on the rocket silo GUI at the top left or if I l...
by Stringweasel
Thu Dec 09, 2021 8:39 am
Forum: Modding help
Topic: [Scripting Assistance] Help identifying mining drill functions
Replies: 10
Views: 914

Re: [Scripting Assistance] Help identifying mining drill functions

Listen to on_resource_depleted as you mentioned. For a start add a simple "print" to the handler and see if it's called. The rest of the steps will all happen in this event handler. I believe the entity in the event is the RESOURCE ENTITY that was depleted, not a mining drill/pumpjack. Yo...
by Stringweasel
Wed Dec 08, 2021 8:42 am
Forum: Modding help
Topic: [Scripting Assistance] Help identifying mining drill functions
Replies: 10
Views: 914

Re: [Scripting Assistance] Help identifying mining drill functions

Pumpjacks are mining drills, just with a different category. A better option here would be to check the entity's prototype mining category(ies) to see if it can mine stone. Haha oops :lol: I probably meant to type <entity.name == "mining-drill">, but PFQNiet's way is much more resiliant.
by Stringweasel
Wed Dec 08, 2021 7:53 am
Forum: Modding help
Topic: [Scripting Assistance] Help identifying mining drill functions
Replies: 10
Views: 914

Re: [Scripting Assistance] Help identifying mining drill functions

-The location of the particular drill that runs out of resources -The event on_resource_depleted, to actually trigger the resupply -A variable to reference mining drills, which I assume would run under the on_resource_depleted function to then call for and locate the corresponding drill entities -N...
by Stringweasel
Wed Dec 01, 2021 2:18 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 64
Views: 8538

Re: New API Docs website

I'm not sure how plausible it is, but would it be possible to expanding the search function to include function names from within classes. It would make it much faster to find the definition of the function you want to use. For example, if I want to "create_entity" but I forgot how it work...
by Stringweasel
Tue Nov 23, 2021 7:44 am
Forum: Ideas and Suggestions
Topic: "Enable/disable" AND "Set filter" possible for filter inserter
Replies: 13
Views: 1610

Re: "Enable/disable" AND "Set filter" possible for filter inserter

You sounded against when you said limited tools are what make Factorio fun. I suggested that removing "set stack size" would make inserters even more limited but I don't think that would make them more fun for anyone. I guess it did sound like I was against it, but it wasn't the intention...
by Stringweasel
Mon Nov 22, 2021 9:29 am
Forum: Ideas and Suggestions
Topic: "Enable/disable" AND "Set filter" possible for filter inserter
Replies: 13
Views: 1610

Re: "Enable/disable" AND "Set filter" possible for filter inserter

It's possible to build your own blacklist filter using a inserter in whitelist mode and a few combinators. You can simulate "set stack size" by grabbing items from a belt and disabling the insterter when its hand contents equal your signal. Do you want to do that? No, I don't meaning usin...
by Stringweasel
Tue Nov 16, 2021 2:14 pm
Forum: Gameplay Help
Topic: So long, and thanks for all the fish!
Replies: 2
Views: 630

Re: So long, and thanks for all the fish!

Pretty sure you'll get both :) The winning "kipper" condition is simply launching a rocket and doesn't care about it's contents IIRC.

If unsure, save your game, and try. If it didn't work you can always reload.
by Stringweasel
Sat Nov 13, 2021 9:46 am
Forum: General discussion
Topic: Alt-F4 #52 - Fluidic Power Benchmarking
Replies: 18
Views: 1954

Re: Alt-F4 #52 - Fluidic Power Benchmarking

It's just a straight line instead of a wire that dips in between poles. And no shadow. This is probably possible. The annoying part is that sometimes power poles slightly rotate when add you circuit wire. There's no event for when that happens, and after that the copper cable will hang in the air. ...
by Stringweasel
Sat Nov 13, 2021 8:16 am
Forum: General discussion
Topic: Alt-F4 #52 - Fluidic Power Benchmarking
Replies: 18
Views: 1954

Re: Alt-F4 #52 - Fluidic Power Benchmarking

What could help would be the option to disable statistics for a network from mods, no? Exactly, that could work. Like Silari said: Sounds like https://wiki.factorio.com/Prototype/Rec ... from_stats but for boilers/generators. I don't think it's a clean solution though. Hiding it from statistics mea...
by Stringweasel
Fri Nov 12, 2021 9:36 pm
Forum: General discussion
Topic: Alt-F4 #52 - Fluidic Power Benchmarking
Replies: 18
Views: 1954

Re: Alt-F4 #52 - Fluidic Power Benchmarking

Maybe you could avoid majority of electric statistic collection by converting the fluidic power into heat and use heat using entities? Also, the issue isn't the fluidic entities, and I'll have the same issue with heat entities. The problem is converting fluid (or heat) to electricity and back. But ...
by Stringweasel
Fri Nov 12, 2021 9:18 pm
Forum: General discussion
Topic: Alt-F4 #52 - Fluidic Power Benchmarking
Replies: 18
Views: 1954

Re: Alt-F4 #52 - Fluidic Power Benchmarking

Maybe you could avoid majority of electric statistic collection by converting the fluidic power into heat and use heat using entities? Thought about that, but it doesn't work, because heat entities doesn't have undergrounds (or links). So the power poles will have to touch one another, which will b...
by Stringweasel
Fri Nov 12, 2021 6:45 pm
Forum: General discussion
Topic: Alt-F4 #52 - Fluidic Power Benchmarking
Replies: 18
Views: 1954

Re: Alt-F4 #52 - Fluidic Power Benchmarking

I think it's not as inperformant as it initially seemed, at least by the players. We can probably get quite far with more realistic electricity, but I do not think it should be included in vanilla Factorio. It will still have an big influence on size of the bases you can build. There's a reason why ...
by Stringweasel
Wed Nov 10, 2021 9:50 am
Forum: Ideas and Suggestions
Topic: "Enable/disable" AND "Set filter" possible for filter inserter
Replies: 13
Views: 1610

Re: "Enable/disable" AND "Set filter" possible for filter inserter

Filter inserters should be able to have filters set and be enabled/disabled by circuit conditions. This would open up new possibilities for black list mode. It's possible to build your own blacklist filter using a inserter in whitelist mode and a few combinators. IMO this is what makes Factorio rea...
by Stringweasel
Sat Nov 06, 2021 11:35 am
Forum: Modding help
Topic: Make machine only work during day time
Replies: 8
Views: 818

Re: Make machine only work during day time

Pi-C wrote:
Sat Nov 06, 2021 9:39 am
Why swap entities? Wouldn't it be enough to toggle LuaEntity.active?
Why now that would be a much simpler solution! Next time I'll finish my cup of coffee first.

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