Search found 321 matches

by Stringweasel
Thu Aug 17, 2023 4:57 am
Forum: Resolved Requests
Topic: Frame Sequence code heading not commented
Replies: 2
Views: 493

Re: Frame Sequence code heading not commented

Bilka wrote:
Wed Aug 16, 2023 7:42 pm
Thanks for the report, fixed for the next version.

(Checking on the type that you contributed to? :D)
You got me XD
by Stringweasel
Wed Aug 16, 2023 6:49 pm
Forum: Resolved Requests
Topic: Frame Sequence code heading not commented
Replies: 2
Views: 493

Frame Sequence code heading not commented

First! So close...

The third example in https://lua-api.factorio.com/1.1.89/typ ... l#examples should have the heading commented, just like the other examples.
by Stringweasel
Thu Jul 27, 2023 9:35 pm
Forum: Ideas and Requests For Mods
Topic: [Mod idea] Flying base-tron
Replies: 1
Views: 450

Re: [Mod idea] Flying base-tron

For a simple flying spidertron you can look at Space Spidertron. Doesn't have guns though
by Stringweasel
Thu Jul 20, 2023 11:25 am
Forum: Modding help
Topic: [SOLVED]Struggling with item icons. Error : Value must be a dictionary in property tree at ROOT.item.Turbine-MK2.icons.
Replies: 2
Views: 541

Re: Struggling with item icons. Error : Value must be a dictionary in property tree at ROOT.item.Turbine-MK2.icons.icon

I am trying to make a mod and I keep getting this error: Failed to load mods: Error while loading item prototype "Turbine-MK2" (item): Value must be a dictionary in property tree at ROOT.item.Turbine-MK2.icons.icon Modifications: Turbine MK2 here my code: --item.lua local turbin_MK2_item ...
by Stringweasel
Fri Jul 14, 2023 7:09 am
Forum: Modding help
Topic: How to use .Insert if I already know the Unit_Number of the chest?
Replies: 10
Views: 1030

Re: How to use .Insert if I already know the Unit_Number of the chest?

There's no built-in way do get an entity (the chest) from the unit number. What modders usually do is to store a reference to the entity in global. Something like function on_created(entity) global.my_chests[entity.unit_number] = entity end function insert_stuff(unit_number) local entity = global.my...
by Stringweasel
Sun Jun 25, 2023 9:13 pm
Forum: Modding interface requests
Topic: take_screenshot flag for train status text
Replies: 2
Views: 540

Re: take_screenshot flag for train status text

IMHO the train status should be in the tooltip, just like all the other information in the game. Not a random floating text. Then we wouldn't have this odd issue :)
by Stringweasel
Sat Jun 24, 2023 3:24 pm
Forum: Modding help
Topic: Create_entity - Item Help [Solved]
Replies: 3
Views: 563

Re: Create_entity - Item Help

A better way might be to instead tell the game to do it automatically, instead of through scripting, if it works for your use case. It would be much more reliable, and waaaay better for UPS. It's the usual way mods do it.

https://wiki.factorio.com/Prototype/Ent ... ealth#loot
by Stringweasel
Tue Jun 13, 2023 9:32 am
Forum: Gameplay Help
Topic: [Circuits] Round up when dividing?
Replies: 3
Views: 1842

Re: [Circuits] Round up when dividing?

DasNasu wrote:
Tue Jun 13, 2023 5:22 am
Sorry for necroposting but either i missunderstand something or the answer is wrong. simple example:
Seems correct to me

(10 + (9-1)) / 9 = 18 / 9 = 2

And if your round 2 down, it's still 2. If it's not working for you in-game then there might be a problem in how you used it.
by Stringweasel
Mon Jun 12, 2023 8:09 pm
Forum: General discussion
Topic: Any improvements with fluid wagon alignment tolerance?
Replies: 1
Views: 826

Re: Any improvements with fluid wagon alignment tolerance?

It's possible to increase the tolerance with a mod. Won't look nice but it should work.

https://wiki.factorio.com/Prototype/Pum ... _tolerance
by Stringweasel
Mon Jun 12, 2023 7:47 am
Forum: Modding help
Topic: Science Overhaul Mod
Replies: 2
Views: 657

Re: Science Overhaul Mod

Hello! Welcome to the modding scene! It can be quite addictive :P Unfortunately it's not possible to add a "result" to science packs. Science packs and labs are very limited in what they can do. But, as most mods have to work with engine limitations, there there are ways to work around it....
by Stringweasel
Fri May 12, 2023 8:49 am
Forum: Technical Help
Topic: FPS drops to 40 already
Replies: 8
Views: 1462

Re: FPS drops to 40 already

Ah great news! Happy to help. And yeah, that does sound like it can be really bad for UPS :P
by Stringweasel
Fri May 12, 2023 8:22 am
Forum: Technical Help
Topic: FPS drops to 40 already
Replies: 8
Views: 1462

Re: FPS drops to 40 already

So your entitiy update time is really high, which means you just have too much machines built. This is the hardest one to solve. What you could try is show the "show-entity-time-usage" debug information. Then we can see which entities are taking so long to update, and if there is something...
by Stringweasel
Fri May 12, 2023 6:44 am
Forum: Technical Help
Topic: FPS drops to 40 already
Replies: 8
Views: 1462

Re: FPS drops to 40 already

It seems like you're starting to reach the limits of what Factorio is capable of. Basically you're CPU/cache is bottlenecking. What you can do is enable a debug view to show exactly where all the time is spent. Wiki Link . Basically press F4, and then click on show-time-usage. It should show white n...
by Stringweasel
Tue May 09, 2023 10:55 am
Forum: Off topic
Topic: You know you play Factorio too much when...
Replies: 164
Views: 304947

Re: You know you play Factorio too much when...

When you press Q to clear your cursor but instead drop your pickaxe/scream and summon zombies/etc. Surprised no one's said this yet. I'm not the only one, right? Ah, this happened to me so much! The only sollution I could find to this problem was to stop playing Minecraft and switch back to Factorio.
by Stringweasel
Fri Apr 28, 2023 6:59 am
Forum: Ideas and Suggestions
Topic: Better victory GUI
Replies: 8
Views: 2360

Re: Better victory GUI

Just a bump for this thread with the reason: The game is focussed on automation, not conflict. why are we shown conflict stats and not automation stats. :)
by Stringweasel
Fri Apr 28, 2023 6:57 am
Forum: Ideas and Suggestions
Topic: Make rocks and trees have a visual way of showing destructrion instead of health bars
Replies: 4
Views: 906

Re: Make rocks and trees have a visual way of showing destructrion instead of health bars

I also get frustrated when I see rocks/trees with health bars that I actually drove into, shot, or grenated. Even worse is when I try to destroy the trees with healthbars, just to get them away, and then I hit another tree. +1 for trees/rocks having slow health regeration. It makes sense for trees. ...
by Stringweasel
Thu Apr 20, 2023 11:58 am
Forum: Modding help
Topic: Examples of exceptionally well-coded mods?
Replies: 4
Views: 867

Re: Examples of exceptionally well-coded mods?

Raiguard is known rewrite their mods every now and again. Or even rewrite other peoples mods :P
by Stringweasel
Thu Apr 20, 2023 5:58 am
Forum: Modding help
Topic: Examples of exceptionally well-coded mods?
Replies: 4
Views: 867

Re: Examples of exceptionally well-coded mods?

There's also this tutorial to get you started on the basics:
https://github.com/ClaudeMetz/UntitledGuiGuide
by Stringweasel
Thu Apr 20, 2023 5:55 am
Forum: Modding help
Topic: Examples of exceptionally well-coded mods?
Replies: 4
Views: 867

Re: Examples of exceptionally well-coded mods?

Raiguard most likely makes the best and most performant UI mods. It looks sleek, it's easy to use, and super optimized. Note: they mosly use the flib library, which is also written by raiguard.

So things like Recipe Book, Rate Calculator etc.

Definitly a good place to start.
by Stringweasel
Wed Apr 19, 2023 7:56 am
Forum: Resolved Problems and Bugs
Topic: desync in biter battles scenario
Replies: 15
Views: 3743

Re: desync in biter battles scenario

Have you tried running the scenario in single player using Heavy Mode?

Edit: Some information about what it is here: https://wiki.factorio.com/Desynchroniza ... de_command

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