Search found 637 matches

by ickputzdirwech
Wed Jun 23, 2021 5:41 am
Forum: Modding discussion
Topic: Modding Tutorials?
Replies: 3
Views: 237

Re: Modding Tutorials?

My advice would be to search for a mod that does a similar thing to what you want to implement. It’s extremely helpful if you got some kind of example to work with.
by ickputzdirwech
Tue Jun 22, 2021 6:01 am
Forum: Implemented Suggestions
Topic: Increased scroll speed for map by zoom level
Replies: 8
Views: 1392

Re: Increased scroll speed for map by zoom level

[ick] Moved. Thanks for the notice!
by ickputzdirwech
Sun Jun 06, 2021 10:03 am
Forum: General discussion
Topic: Speed vs Productivity modules: The 12 bacon suprise
Replies: 6
Views: 901

Re: Speed vs Productivity modules: The 12 bacon suprise

Interesting calculations! You have to keep in mind, that using more productivity modules means that you need fewer resources, which means that you need fewer machines producing the ingredients. The total machines needed to produce a certain amount of items per minute is therefore in most cases lower...
by ickputzdirwech
Sat Jun 05, 2021 8:18 am
Forum: Won't fix.
Topic: Armor equipment is lost when using the armor as an ingredient in crafting
Replies: 1
Views: 197

Re: Armor equipment is lost when using the armor as an ingredient in crafting

I solved this issue some time ago for my own mod. Feel free to send this code to other mod authors. local function initialize() if global.ick_queued_armor == nil then global.ick_queued_armor = {} end end script.on_init(initialize) script.on_configuration_changed(initialize) local function fill_armor...
by ickputzdirwech
Thu Jun 03, 2021 5:58 am
Forum: Ideas and Suggestions
Topic: Enhancing mod manager GUI
Replies: 2
Views: 302

Re: Enhancing mod manager GUI

[ick] Merged with older topic with the same idea.
by ickputzdirwech
Fri May 21, 2021 6:28 am
Forum: Modding help
Topic: Mod to boost Blue Science
Replies: 3
Views: 272

Re: Mod to boost Blue Science

Glad I could help :) The thing with the quotation mark is really annoying. I blame my smartphone. Thanks for letting me know.
by ickputzdirwech
Thu May 20, 2021 6:37 am
Forum: Modding help
Topic: Mod to boost Blue Science
Replies: 3
Views: 272

Re: Mod to boost Blue Science

You can see what a general recipe prototype looks like in in the wiki: https://wiki.factorio.com/Prototype/Recipe . In case you want to simply change the vanilla recipe and don’t have any other mods installed that mess with it you can just look up the recipe in the base game data https://github.com/...
by ickputzdirwech
Mon May 17, 2021 5:18 pm
Forum: Modding interface requests
Topic: Let item-request-proxy target specific inventory/grid
Replies: 6
Views: 424

Re: Let item-request-proxy target specific inventory/grid

Ok I now understand what you mean. But that's a different issue. I'll explain why: See the behaviour of a locomotive with a grid. Requested equipment gets inserted directly into the grid since it has no other place to go. True, right now requests for equipment might fail, because previous ones didn'...
by ickputzdirwech
Sun May 16, 2021 6:43 pm
Forum: Outdated/Not implemented
Topic: Create ghosts for destroyed trains
Replies: 16
Views: 916

Re: Create ghosts for destroyed trains

Let me rephrase that: How many modding interface requests do we need to get that working? OR How difficult would that be for a dev to implement in to the base game I wouldn't mind either of that :) I spent some time recreating the smoke a locomotive emits when coming to a full stop so that all roll...
by ickputzdirwech
Sun May 16, 2021 2:05 pm
Forum: Outdated/Not implemented
Topic: Create ghosts for destroyed trains
Replies: 16
Views: 916

Re: Create ghosts for destroyed trains

How complicated is it to get rid of the instant breaking thing? For that we need the placeholder wagons. The issue is that if a rolling stock in the middle of the train gets destroyed the two parts can move at different speed (because of their different weight) and if the train was halfway over a s...
by ickputzdirwech
Sun May 16, 2021 8:30 am
Forum: Outdated/Not implemented
Topic: Create ghosts for destroyed trains
Replies: 16
Views: 916

Re: Create ghosts for destroyed trains

If there is no specific train station, what’s then? I think the train would just have "no path" and the plyer has to deal with it. What potential for exploits? A slow moving train with free fuel. Ideally the player can't use it in any other way than letting it drive to the next repair sta...
by ickputzdirwech
Sun May 16, 2021 8:09 am
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 114
Views: 8572

Re: Small documentation improvement requests

Apparently you can use entity_create{orientation=...} for rolling stock. See 98373 . But it's not documented in https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.create_entity . PS: I wonder what else is available and not mentioned there... -> Fixed for the next release. We're also hav...
by ickputzdirwech
Sun May 16, 2021 8:05 am
Forum: Not a bug
Topic: [1.1.33] Rotated locomotive returns wrong direction
Replies: 3
Views: 339

Re: [1.1.33] Rotated locomotive returns wrong direction

Thanks for your answer. That fixed it! :D :oops: In my defense: it's not documented in https://lua-api.factorio.com/latest/Lua ... ate_entity. I'll post it in documentation improvements.
by ickputzdirwech
Sat May 15, 2021 6:15 pm
Forum: Modding interface requests
Topic: Let item-request-proxy target specific inventory/grid
Replies: 6
Views: 424

Re: Let item-request-proxy target specific inventory/grid

Sorry I just don’t get it. I create an item-request-proxy by script and tell it which entity it should target. Additionally I would like to be able to specify which inventory of that entity the item-request-proxy should target. What does that have to do with blueprinting equipment grids?
by ickputzdirwech
Sat May 15, 2021 4:28 pm
Forum: Modding interface requests
Topic: Let item-request-proxy target specific inventory/grid
Replies: 6
Views: 424

Re: Let item-request-proxy target specific inventory/grid

curiosity wrote:
Sat May 15, 2021 4:17 pm
This requires vehicle equipment grid to be blueprinted alongside the vehicle.
Mmh, can you explain to me why that would be necessary :?:
by ickputzdirwech
Sat May 15, 2021 4:23 pm
Forum: Outdated/Not implemented
Topic: Create ghosts for destroyed trains
Replies: 16
Views: 916

Re: Create ghosts for destroyed trains

I had a lot of fun implementing this as a mod: Automatic train repair This is what it does: If any locomotive or wagon is destroyed the train it belongs to is brought to an immediate halt and a ghost is created. This ghost contains by default requests for all fuel and equipment that was inside the d...

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