Search found 702 matches

by ickputzdirwech
Tue Oct 12, 2021 10:44 am
Forum: Not a bug
Topic: Flamethrower Turrets do not give back fluid on deconstruct
Replies: 7
Views: 951

Re: Flamethrower Turrets do not give back fluid on deconstruct

Does this mean this is considered a minor issue?
by ickputzdirwech
Sat Oct 09, 2021 9:24 pm
Forum: Not a bug
Topic: Flamethrower Turrets do not give back fluid on deconstruct
Replies: 7
Views: 951

Re: Flamethrower Turrets do not give back fluid on deconstruct

gallomimia wrote:
Sat Oct 09, 2021 7:01 pm
Can you at least explain why this is so if it is not-a-bug or working as intended?
Actually a reasonable question imo.
by ickputzdirwech
Tue Sep 21, 2021 9:34 am
Forum: Ideas and Suggestions
Topic: Dialect localisation
Replies: 9
Views: 808

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...
by ickputzdirwech
Tue Sep 21, 2021 8:35 am
Forum: Ideas and Suggestions
Topic: Dialect localisation
Replies: 9
Views: 808

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 ...
by ickputzdirwech
Tue Sep 21, 2021 7:51 am
Forum: Ideas and Suggestions
Topic: Dialect localisation
Replies: 9
Views: 808

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...
by ickputzdirwech
Tue Sep 14, 2021 5:36 am
Forum: Mod portal Discussion
Topic: Integrating Mod packs into the Mod portal
Replies: 16
Views: 5606

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...
by ickputzdirwech
Sat Sep 11, 2021 9:49 am
Forum: Ideas and Suggestions
Topic: improve train block overlay: add directions
Replies: 55
Views: 5271

Re: improve train block overlay: add directions

[ick] Merged with two additional older posts about the same suggestion.
by ickputzdirwech
Wed Sep 08, 2021 6:27 am
Forum: Releases
Topic: Version 1.1.39
Replies: 7
Views: 17241

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...
by ickputzdirwech
Fri Sep 03, 2021 11:55 am
Forum: Modding interface requests
Topic: on_player_placed_equipment by mod/player
Replies: 7
Views: 932

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.
by ickputzdirwech
Fri Sep 03, 2021 11:51 am
Forum: Releases
Topic: Version 1.1.39
Replies: 7
Views: 17241

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...
by ickputzdirwech
Thu Sep 02, 2021 12:04 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Burnt_Result_Inventory not being pulled from
Replies: 7
Views: 2758

Re: Burnt_Result_Inventory not being pulled from

garr150354839 wrote:
Wed Sep 01, 2021 9:57 pm
EDIT 1: It only seems to work if the stack size of the inserter is set to 1.
With any stack size higher than 1 it doesn't work?

And have you tried using a filter inserter?
by ickputzdirwech
Thu Sep 02, 2021 7:54 am
Forum: Ideas and Suggestions
Topic: Allow recipes to be chosen as blueprint icons and map tags
Replies: 13
Views: 1872

Re: Allow recipes to be chosen as blueprint icons and map tags

[ick] Merged with similar topic and edited the title accordingly.
by ickputzdirwech
Wed Sep 01, 2021 6:27 am
Forum: Ideas and Suggestions
Topic: Change modded bonus icon from + to ^
Replies: 7
Views: 874

Re: Change modded bonus icon from + to ^

ssilk wrote:
Tue Aug 31, 2021 4:22 am
Wrong center, even visible here, too thin, wrong color…
Someone should report the wrong center as a bug. And maybe the graphics person will design something entirely new, instead of fixing it.
by ickputzdirwech
Tue Aug 31, 2021 8:55 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 243
Views: 27682

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.
by ickputzdirwech
Wed Aug 25, 2021 11:10 am
Forum: Resolved Problems and Bugs
Topic: [Tobias] [1.1.38] Cut preview highlights unaffected entities
Replies: 3
Views: 1668

Re: [1.1.38] Cut preview highlights unaffected entities

evg-zhabotinsky wrote:
Tue Aug 24, 2021 11:36 pm
I think it started doing so a few versions ago.
If this is the case then it might be related to the fix for this bug: 98344
by ickputzdirwech
Thu Aug 19, 2021 12:12 pm
Forum: Modding discussion
Topic: Would a recipe input of either/or ever work?
Replies: 7
Views: 916

Re: Would a recipe input of either/or ever work?

A1 OR A2 plus B = C I think this should work if you use a furnace and define two recipes A1+B and A2+B. Since furnaces swap between recipes automatically based on their input. It is very limited however: 1. If you don't want the player to require a lot of combinators, the recipe should always requi...
by ickputzdirwech
Fri Jul 23, 2021 9:42 pm
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 88
Views: 15534

Re: What are the most impractical items in Factorio?

I hesitated to fuel this discussion with yet another controversial opinion, but I couldn’t stop myself. In my opinion the most useless item in the game is the iron chest. In the early game I use wooden chests since I got plenty of wood anyway and their size is sufficient. And in the middle and end g...
by ickputzdirwech
Thu Jul 15, 2021 1:35 pm
Forum: Minor issues
Topic: Statuses for every entity for completeness?
Replies: 7
Views: 1319

Re: Statuses for every entity for completeness?

Glad I might be wrong about the "being forgotten" :lol:
by ickputzdirwech
Wed Jul 14, 2021 6:02 am
Forum: Minor issues
Topic: Statuses for every entity for completeness?
Replies: 7
Views: 1319

Re: Statuses for every entity for completeness?

ssilk wrote:
Tue Jul 13, 2021 10:25 pm
After thinking I mean this is a kind of small bug. What do you think: Move to bug reports?
I mean you could try, but I fear it would at most land in the “Minor issues” section and be forgotten.

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