Search found 767 matches
- Sat Nov 06, 2021 10:20 pm
- Forum: Ideas and Suggestions
- Topic: Automatically equip best armor
- Replies: 14
- Views: 2985
Re: Automatically equip best armor
But I don't think I've seen an idea here yet that improves things. […] Actually even better: put the armor the player was wearing first. So looting puts on the same armor the player was using before. If I may point you to my earlier post: From my testing the items in your corpse are ordered in this...
- Fri Nov 05, 2021 3:03 pm
- Forum: Resolved Problems and Bugs
- Topic: Armor equipment is lost when using the armor as an ingredient in crafting
- Replies: 2
- Views: 1369
Re: Armor equipment is lost when using the armor as an ingredient in crafting
This apparently got fixed/implemented in 1.1.46. See 100513
I’m a bit sad, because I never released an update of my mod with the script above.
I’m a bit sad, because I never released an update of my mod with the script above.
- Fri Nov 05, 2021 8:46 am
- Forum: Ideas and Suggestions
- Topic: Personal Roboport Different Color
- Replies: 12
- Views: 2757
Re: Personal Roboport Different Color
[ick] Merget three topics about a different color for personal roboport area.
+1 Very good Idea.
+1 Very good Idea.
- Fri Nov 05, 2021 8:26 am
- Forum: Ideas and Suggestions
- Topic: Automatically equip best armor
- Replies: 14
- Views: 2985
Re: Automatically equip best armor
[Ick] Merged two posts about looting corpses.
- Fri Nov 05, 2021 8:21 am
- Forum: Ideas and Suggestions
- Topic: Add concrete to Upgrade Planner
- Replies: 34
- Views: 7481
Re: Add concrete to Upgrade Planner
[Ick] Merged with older post.
- Tue Oct 12, 2021 10:44 am
- Forum: Not a bug
- Topic: Flamethrower Turrets do not give back fluid on deconstruct
- Replies: 7
- Views: 2339
Re: Flamethrower Turrets do not give back fluid on deconstruct
Does this mean this is considered a minor issue?
- Sat Oct 09, 2021 9:24 pm
- Forum: Not a bug
- Topic: Flamethrower Turrets do not give back fluid on deconstruct
- Replies: 7
- Views: 2339
Re: Flamethrower Turrets do not give back fluid on deconstruct
Actually a reasonable question imo.gallomimia wrote: ↑Sat Oct 09, 2021 7:01 pmCan you at least explain why this is so if it is not-a-bug or working as intended?
- Tue Sep 21, 2021 9:34 am
- Forum: Ideas and Suggestions
- Topic: Dialect localisation
- Replies: 9
- Views: 2011
Re: Dialect localisation
But once you've done that work, the end result is an unmaintainable mess. That's were some clever process outside of Factorio is necessary to notify the dialect translator every time the translation of the main language changes (for example through a suggestion or issue on crowdin). (Does anyone kn...
- Tue Sep 21, 2021 8:35 am
- Forum: Ideas and Suggestions
- Topic: Dialect localisation
- Replies: 9
- Views: 2011
Re: Dialect localisation
That would be a tremendously burdensome maintenance task to have to update multiple dialects and have to keep duplicate strings in sync if they're 90% the same anyway. It's always a good idea to factor away duplication for maintainability. If dialects are mostly the same as the main language, then ...
- Tue Sep 21, 2021 7:51 am
- Forum: Ideas and Suggestions
- Topic: Dialect localisation
- Replies: 9
- Views: 2011
Re: Dialect localisation
Interesting idea, never thought about dialects in games before. The localisation already falls back to English if no string is available. I don’t think there would be any new file structure needed. A setting of some sorts to tell the game to which language it should fall back before it goes to Engli...
- Tue Sep 14, 2021 5:36 am
- Forum: Mod portal Discussion
- Topic: Integrating Mod packs into the Mod portal
- Replies: 16
- Views: 9050
Re: Integrating Mod packs into the Mod portal
I like the idea of creating a modpack by combining all the mods. Although I couldn’t create a script for that myself, this are the challenges I can think of: creating the same dependency tree as the game dealing with stuff like “if mods[…]” dealing with changing sprite and file paths Combining contr...
- Sat Sep 11, 2021 9:49 am
- Forum: Implemented in 2.0
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 13729
Re: improve train block overlay: add directions
[ick] Merged with two additional older posts about the same suggestion.
- Wed Sep 08, 2021 6:27 am
- Forum: Releases
- Topic: Version 1.1.39
- Replies: 7
- Views: 20194
Re: Version 1.1.39
The inserted events will always fire once for each equipment that is inserted, so the number is always 1. I will check it again, but I did a quick test the other day and as far I could tell it only fired once, even though I shift-clicked multiple solar panels into the grid. (I just printed somethin...
- Fri Sep 03, 2021 11:55 am
- Forum: Modding interface requests
- Topic: on_player_placed_equipment by mod/player
- Replies: 7
- Views: 2202
Re: on_player_placed_equipment by mod/player
They added two new events on_equipment_inserted and on_equipment_removed. However you still can't isolate when equipment was inserted/removed by script, since the new events also fire when it was done by the player. In case there is a way to do it, I would be interested in that.
- Fri Sep 03, 2021 11:51 am
- Forum: Releases
- Topic: Version 1.1.39
- Replies: 7
- Views: 20194
Re: Version 1.1.39
Added on_equipment_inserted and on_equipment_removed events that fire any time any equipment is added/removed from a grid. on_equipment_removed includes the number of equipment removed, on_equipment_inserted doesn't. Is there any particular reason for that? The same goes for the already existing ev...
- Thu Sep 02, 2021 12:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Burnt_Result_Inventory not being pulled from
- Replies: 7
- Views: 4953
Re: Burnt_Result_Inventory not being pulled from
With any stack size higher than 1 it doesn't work?garr150354839 wrote: ↑Wed Sep 01, 2021 9:57 pmEDIT 1: It only seems to work if the stack size of the inserter is set to 1.
And have you tried using a filter inserter?
- Thu Sep 02, 2021 7:54 am
- Forum: Ideas and Suggestions
- Topic: Allow recipes to be chosen as blueprint icons and map tags
- Replies: 14
- Views: 4229
Re: Allow recipes to be chosen as blueprint icons and map tags
[ick] Merged with similar topic and edited the title accordingly.
- Wed Sep 01, 2021 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Change modded bonus icon from + to ^
- Replies: 7
- Views: 2091
Re: Change modded bonus icon from + to ^
good point
- Wed Sep 01, 2021 6:27 am
- Forum: Ideas and Suggestions
- Topic: Change modded bonus icon from + to ^
- Replies: 7
- Views: 2091
- Tue Aug 31, 2021 8:55 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83773
Re: Small documentation improvement requests
https://lua-api.factorio.com/latest/LuaItemStack.html#LuaItemStack.entity_filters To my knowledge all strings in this array must be names of entity prototypes that: 1. don't have the flag "not-deconstructable" and 2. are either a cliff or are minable -> Thanks, updated for the next release.