Search found 463 matches

by Therax
Wed Jun 03, 2020 6:27 pm
Forum: Modding interface requests
Topic: fluid-wagon, user defined connection points
Replies: 8
Views: 1668

Re: fluid-wagon, user defined connection points

This is kind of implemented in 0.18.30. FluidWagon prototype will have tank_count with allowed values of 1,2 or 3 and default value of 3. No mods should be broken. Tank connection points will have spacing of 2 as always and set of connectors will be centered. This name initially made me think that ...
by Therax
Tue May 26, 2020 1:58 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176550

Re: [MOD 0.18] Xander Mod v3.4.3

Pretty sure he means “axles.” I quite liked the variety of mechanical intermediates in XM2, without the sheer number of them that are in something like Industrial Revolution, and I’m sad to hear that they’re gone now (?). It felt good that even the simplest machines required multiple metals, some in...
by Therax
Sun May 24, 2020 4:02 am
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 3274

Re: Re-opened: breaking change/fix: script.raise_event rework

There are multiple ways to create or edit a blueprint through script that don't have any event logic associated. Adding it for one and not the rest doesn't make sense to me. Additionally I have no plans to add events for all the ways it can be done so there's no point in adding it for any of them. ...
by Therax
Fri May 22, 2020 8:05 pm
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 3274

Re: Re-opened: breaking change/fix: script.raise_event rework

I recently received a bug report where another mod is using create_blueprint(), and this was bypassing my mod's on_player_setup_blueprint handling. My proposed fix was for the other mod to raise the event manually, but since this approach will no longer be accessible, it makes it more important that...
by Therax
Sat May 16, 2020 6:32 pm
Forum: Modding interface requests
Topic: Add raise_event to LuaItemStack::create_blueprint
Replies: 0
Views: 201

Add raise_event to LuaItemStack::create_blueprint

Some mods rely on on_player_setup_blueprint to perform fixup tasks on blueprints containing modded entities. If a mod creates a blueprint via script, the event is not raised and has to be raised manually by the mod creating the blueprint to get parity with the normal in-game action. Request: add 2 a...
by Therax
Fri May 15, 2020 5:43 am
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 260
Views: 52059

Re: [MOD 0.16] Bulk Rail Loaders

Is it possible for BRLs to respect slot limiting when blueprinting? Trying to limit the massive inventories to a single rail car worth, but it doesn't seem to save in blueprints Yes, it’s possible. It’s even been on my todo list for a while, but just haven’t gotten around to it. I’ll have another l...
by Therax
Thu May 14, 2020 10:59 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176550

Re: Upcoming update

Essentially, I could hard-code change them on only my computer, but I can't write a mod file that will change them. I would appreciate if anyone who is familiar with this part of the code could offer some help. There are remote.call interfaces declared in the free play scenario explicitly to contro...
by Therax
Tue Mar 03, 2020 6:12 pm
Forum: Modding interface requests
Topic: Prototype property to restrict inserters to pick up from a single lane
Replies: 5
Views: 965

Re: Prototype property to restrict inserters to pick up from a single lane

Additional use case here: I’d like Beltlayer to be able to preserve which item is in which lane, but currently there isn’t a way to guarantee to pick up items from just one side of a belt without using expensive scripting, so I can’t know which lane an item came from to be able to restore it to the ...
by Therax
Sat Feb 29, 2020 8:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.9] LuaEntity::splitter_filter doesn't accept LuaItemPrototype
Replies: 1
Views: 805

[0.18.9] LuaEntity::splitter_filter doesn't accept LuaItemPrototype

The documentation for LuaEntity::splitter_filter indicates it's a read-write of LuaItemPrototype. Reading from this property does correctly return a LuaItemPrototype, but attempting to write one gives "string expected, got table". Writing with the name of the item prototype works correctly...
by Therax
Sat Feb 29, 2020 7:30 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 392
Views: 81070

Re: [MOD 0.16] Miniloader

Just updated this to the 1.10 version and it breaks when bobs logistics is also enabled. This should be fixed in v1.10.2. It only happened when the Bob's Logistics option for Overhauled Transport Belts was turned off. Then I tried to load the game all mods disabled and only enabled the miniloader m...
by Therax
Tue Feb 25, 2020 3:18 am
Forum: Tools
Topic: Extract current server player count
Replies: 2
Views: 1018

Re: Extract current server player count

Do you run your server with RCON enabled? If so it's as simple as sending the "/players online count" command via the RCON interface.
by Therax
Sun Feb 23, 2020 7:07 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 392
Views: 81070

Re: [MOD 0.16] Miniloader

Attached is the savefile. To your right is a miniloader that is not properly rotated. When hovering over it and pressing R to rotate it, the game crashes with the message above. Thanks for the report! This was caused by a mistake on my part allowing the Mining Drones to mine part (and only part) of...
by Therax
Mon Jan 27, 2020 7:28 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type
Replies: 14
Views: 2908

Re: [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type

darkfrei wrote:
Fri Jan 24, 2020 6:23 am
You can use adaptive automatic rotation loader's code from https://mods.factorio.com/mod/LoadersAutorotation
Thanks. Miniloaders already has code to snap to adjacent belts which I can trigger during on_configuration_changed as a workaround if Wube decides not to change this behavior.
by Therax
Fri Jan 24, 2020 9:18 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 31858

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

boskid wrote:After a quick prototyping phase, I decided to implement a binary heap with min-property over array.
Out of curiosity, did you evaluate a 4-way d-ary heap? In practice it's usually faster for A-star searches due to better alignment with cache behavior.
by Therax
Thu Jan 23, 2020 9:04 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type
Replies: 14
Views: 2908

[posila] [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type

As in the title. Observe the cluster of miniloaders on the left. Each one is in "input" mode, with the belt on the outside of the cluster. Above the Load Game dialogue you can see the actual state after loading into 0.18.1: the loaders are now in "output" mode, with the same dire...
by Therax
Sun Dec 15, 2019 6:27 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 392
Views: 81070

Re: [MOD 0.16] Miniloader

when i rotate miniloader that have item on it bc it went wrong way i get that error. only i can do is remove it then rebuild it ...but cant rotate it when stuff is in miniloader ( sorry about my english hope you do understand what i m explaining.)is there a fix? https://i.imgur.com/9FafsxA.png What...
by Therax
Fri Dec 06, 2019 7:13 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 22059

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

Third, a question to rseding, if you can describe in a nutshell what the difference is between the event-subscriber pattern and the targeter pattern. It sounds like the same, just inverted. Instead of the subscription, the pointer to the target is deleted. Or is this the main difference? I believe ...
by Therax
Tue Dec 03, 2019 10:02 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.79] Incorrect inserter highlighting on large cargo wagon
Replies: 2
Views: 1207

[Rseding91] [0.17.79] Incorrect inserter highlighting on large cargo wagon

badselecthighlight.png Experienced with https://mods.factorio.com/mod/chonky-trains . Above is when the wagon is selected, showing only the center 8 inserters on each side as being able to interact with the wagon. Below is selecting one of the inserters, which shows it is able to insert to the wago...
by Therax
Wed Nov 13, 2019 6:19 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176550

Re: [MOD 0.17] Xander Mod v3.1.0

repofme1, I thought you may find this interesting, a shot of the map view of my 16.51 xander game. I was trying to get everything train supplied and i stopped about the time my brain melted ;) http://prntscr.com/pr8z3h edit: somewhere around 250 hours of gametime I believe (some of that is AFK time...

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