Search found 470 matches

by Therax
Mon Apr 08, 2019 9:17 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 58098

Re: Friday Facts #289 - Character GUI

(3) Panel tabs: The regular system of tabs takes quite some extra space, so in order to keep a compact design we decided to use a new system for tabs attached to the panel itself. This is a measure we take due to the importance of this player window compared to some other panels. When a tab is sele...
by Therax
Fri Apr 05, 2019 4:47 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157263

Re: [MOD 0.16] Miniloader

That seems like a snapping bug. Do you have the snapping setting turned on?
by Therax
Fri Apr 05, 2019 3:40 am
Forum: Modding help
Topic: How to find the neighbours of a ghost underground belt and how to get the player who created the ghost-entity?
Replies: 1
Views: 763

Re: How to find the neighbours of a ghost underground belt and how to get the player who created the ghost-entity?

The on_built_entity event has player_index when an entity-ghost is created, so you should be able to instantly charge the cost. However, this is pretty inconsistent with how ghosts normally work, so I'd suggest an alternate approach. I did something like this for an early version of Beltlayer, by us...
by Therax
Fri Apr 05, 2019 3:11 am
Forum: Modding help
Topic: Sorry I'm sure this has been asked but didn't see it. Does unzippign the mods help? (Solved)
Replies: 5
Views: 1664

Re: Sorry I'm sure this has been asked but didn't see it. Does unzippign the mods help? (Solved)

Unzipping the mods will likely make game loading significantly slower. Opening hundreds of different files is significantly slower due to operating system overhead than opening a single .zip and reading it from start to finish.
by Therax
Fri Apr 05, 2019 3:05 am
Forum: Modding help
Topic: dynamic localized names
Replies: 4
Views: 1610

Re: dynamic localized names

when i enter something like data.localised_name = { "__1__ ["..data.name.."]", {'item-name.' .. data.name}} it results in Unknown key: "Copper plate [copper-plate]" how do i get rid of this unknown key thing? i wanted to make a mod where modders can see the internal na...
by Therax
Fri Apr 05, 2019 2:50 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.23] Factorio deletes files outside the factorio directory
Replies: 8
Views: 3750

Re: [Rseding91] [0.17.23] Factorio deletes files outside the factorio directory

I've had the same experience, but I'm on Windows. Windows "symlink" story is so confused that I wouldn't expect filesystem to get it right in all cases. Starting Factorio with a symlink in the mods directory pointing to a git repository, and then updating the mod via the in-game interface ...
by Therax
Fri Apr 05, 2019 2:30 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157263

Re: [MOD 0.16] Miniloader

It works for replacing simple entities. But miniloaders consist of multiple entities and have an orientation. Any help on getting this to work is appreciated. You probably don't need to walk over the surface chunk by chunk. A single call should suffice: local entities = game.surfaces.nauvis.find_en...
by Therax
Wed Apr 03, 2019 11:15 pm
Forum: Modding interface requests
Topic: LuaEntity::revive() loses information about complex item-on-ground
Replies: 0
Views: 384

LuaEntity::revive() loses information about complex item-on-ground

LuaEntity::revive() returns a dictionary of item-name -> count for any item-on-ground entities that overlap the collision box of the newly-revived entity. If some of the item-on-ground entities contain complex stacks (tool, blueprint, armor, item-with-inventory, etc.) then any internal state is lost...
by Therax
Wed Apr 03, 2019 1:59 am
Forum: Modding interface requests
Topic: [0.17.x] demo-resource-autoplace.lua sucks
Replies: 20
Views: 5246

Re: [0.17.x] demo-resource-autoplace.lua sucks

I'm in the process of making some tools that post-process all the resource prototypes, counting them up, determining which ones are starting area resources, and then modifying the noise expressions to set skip_span and skip_offset appropriately. It's quite painful and certainly very fragile if and w...
by Therax
Wed Apr 03, 2019 1:55 am
Forum: Implemented mod requests
Topic: API usage validation
Replies: 3
Views: 1523

Re: API usage validation

Can we say at least the fields defined in the API? It may still be useful to raise this event manually with additional context.
by Therax
Wed Apr 03, 2019 1:54 am
Forum: Won't implement
Topic: Raise events by default
Replies: 4
Views: 1513

Re: Raise events by default

Also LuaEntity::revive(), while we're at it.
by Therax
Tue Apr 02, 2019 10:25 pm
Forum: Releases
Topic: Version 0.17.24
Replies: 24
Views: 16911

Re: Version 0.17.24

Fixed that LuaSurface::spill_item_stack would ignore belts by default. (https://forums.factorio.com/68796) Added allow_belt parameter to LuaSurface::spill_item_stack. It seems odd to me that the default from scripting is now not the same as the standard base game functionality. I would have preferr...
by Therax
Sat Mar 30, 2019 10:25 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157263

Re: [MOD 0.16] Miniloader

0.17.23 changed some requirements on technology naming, and Bob’s had to change his mods to respect that. If you don’t want to wait for the next official release, there is a workaround available:

https://mods.factorio.com/mod/miniloade ... 000b9961f4
by Therax
Fri Mar 29, 2019 6:38 am
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 103770

Re: [MOD 0.16] Bulk Rail Loaders

This is a fundamental limitation on filter inserters. I advise you to set up stations that handle a maximum of 5 products per cargo wagon. Note you can have more than 5 item types per train, as long as they are segregated to different wagons. Alternatively, change the mod setting to “any,” which use...
by Therax
Sat Mar 23, 2019 5:40 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 103770

Re: [MOD 0.16] Bulk Rail Loaders

I couldn´t reliably reproduce it That has been my experience too, although I’ve seen rare reports of issues I’ve not been able to isolate the cause. Would it be possible to have 2 connection entites, like LTN has in its input (lamp) and output (green constant combinator), to set inserter filters an...
by Therax
Sun Mar 17, 2019 1:36 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157263

Re: [MOD 0.16] Miniloader

Just to clarify, it’s not so much the chasing. It’s that every inserter picking up from a belt segment selects an item to chase and pick up at the start of each tick. So adding more inserters and increasing inserter speed still hits this fundamental limit of 1 item targeted per tick. I thought the ...
by Therax
Sat Mar 16, 2019 7:47 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157263

Re: [MOD 0.16] Miniloader

Like Therax said Miniloader use very fast inserters. That means they have to chase items on belts and can't take items from belts as fast as they can put them on. Just to clarify, it’s not so much the chasing. It’s that every inserter picking up from a belt segment selects an item to chase and pick...
by Therax
Sat Mar 16, 2019 7:42 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157263

Re: [MOD 0.16] Miniloader

Don't nail me down on the 5s. I got rid of a mod adding a super mining tool. Being used to mine everything almost instantly, my perception is a bit skewed. However it doesn't change that miniloaders take 10 times longer to pick up than belts. 1s vs 0.1s. For comparison refineries mine in 0.2 and nu...
by Therax
Sat Mar 16, 2019 6:23 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157263

Re: [MOD 0.16] Miniloader

Optera wrote:
Sat Mar 16, 2019 6:11 am
Please reduce mining time.
Currently miniloader take 10 times longer to mine than belts.
It's not fun standing there for 5s to pick up one miniloader.
Do you have another mod that might be affecting this? Miniloader mining time is set to 1s.
by Therax
Sat Mar 16, 2019 6:09 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157263

Re: [MOD 0.16] Miniloader

Miniloaders are based on inserters and inserters are limited to 60 items/s when pulling from belts. Any belts faster than 60 items/s are going to see some strange behavior.

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