Search found 470 matches
- 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...
- 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?
- 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...
- 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.
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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.
- 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.
- 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...
- 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
https://mods.factorio.com/mod/miniloade ... 000b9961f4
- 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...
- 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...
- 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 ...
- 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...
- 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...
- Sat Mar 16, 2019 6:23 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 157263
- 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.