Search found 451 matches
- Fri Jan 28, 2022 1:12 am
- Forum: Implemented mod requests
- Topic: Add fluid system number read to LuaFluidBox
- Replies: 6
- Views: 2387
Re: Add fluid system number read to LuaFluidBox
I could like to request that this be made part of gamestate. It would SIGNIFICANTLY reduce the complexity of my Pipe Visualizer mod.
- Sat Jan 08, 2022 8:56 pm
- Forum: Modding interface requests
- Topic: Add trigger_target_mask directly to land-mine
- Replies: 7
- Views: 2223
Re: Add trigger_target_mask directly to land-mine
Thanks for looking into it. I'm still going to have to keep the land mines, because the turrets have edge cases that I cannot solve for. So I appreciate the improvements that you're making!
- Sat Jan 08, 2022 8:54 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.50] Map editor inventory size will not change after the start of a game
- Replies: 1
- Views: 849
[1.1.50] Map editor inventory size will not change after the start of a game
If you change the inventory size in the editor controller prototype, the new inventory size will not take effect in existing games. You have to start a new game for it to work. To reproduce: - Create a new save - Enter the map editor - Save the game - Adjust the map editor's inventory slots in the e...
- Fri Jan 07, 2022 7:19 pm
- Forum: Questions, reviews and ratings
- Topic: K2 + SE changes
- Replies: 5
- Views: 5988
Re: K2 + SE changes
Ok, first off, that description on the mod portal is entirely a joke. I don't do whatever I want, I take great pains to align with Krastor and Linver's vision. I have immense respect for what they created, and I am honored to have been given the opportunity to maintain it. I will change the mod port...
- Thu Jan 06, 2022 5:05 pm
- Forum: Modding interface requests
- Topic: Add trigger_target_mask directly to land-mine
- Replies: 7
- Views: 2223
Re: Add trigger_target_mask directly to land-mine
Using a proxy turret was the original solution I tried. However, it didn't work properly, because it would not wake up and fire upon locomotives. Charging locomotives is one of the primary usecases for the Tesla coil. Adding an EntityWithForce to keep the turrets from going to sleep caused massive U...
- Thu Jan 06, 2022 5:43 am
- Forum: Modding interface requests
- Topic: Add trigger_target_mask directly to land-mine
- Replies: 7
- Views: 2223
Re: Add trigger_target_mask directly to land-mine
Update: The UPS drain gets worse as you add entities around the tesla coils. The mine has a radius of 20, so it triggering on absolutely every entity around it. Adding filtering directly to the land-mine would solve this issue as well.
- Thu Jan 06, 2022 5:38 am
- Forum: Modding interface requests
- Topic: Add trigger_target_mask directly to land-mine
- Replies: 7
- Views: 2223
Add trigger_target_mask directly to land-mine
Greetings, I am (ab)using land mines for range detection on Krastorio 2's tesla coil. It's working wonderfully, but there is one small issue: The land mine is constantly exploding due to the fact that it is directly overlapping the tesla coil tower, and it's set to explode for allied forces. Its scr...
- Wed Dec 29, 2021 3:45 am
- Forum: Technical Help
- Topic: Walking or zooming makes my game Choppy/Stutter
- Replies: 9
- Views: 2671
Re: Walking or zooming makes my game Choppy/Stutter
I have discovered that Factorio is not the only game that is stuttering on my PC. Any game that is not in exclusive fullscreen has the stutter. This is likely a driver, compositor, or Xorg issue rather than a Factorio issue.
- Wed Dec 29, 2021 12:53 am
- Forum: Technical Help
- Topic: Walking or zooming makes my game Choppy/Stutter
- Replies: 9
- Views: 2671
Re: Walking or zooming makes my game Choppy/Stutter
Turning off Force Composition Pipeline fixes the stutter, but introduces enormous screen tearing … it does not show up on OBS I wonder if you have Wait for VSync enabled or not?: it looks like your FPS in the upper right never goes above 60, where when I play if it goes to 59.9 it always compensate...
- Mon Dec 27, 2021 5:12 am
- Forum: Technical Help
- Topic: [1.1.50] Factorio does not detect ZMK hold-tap modifiers
- Replies: 0
- Views: 827
[1.1.50] Factorio does not detect ZMK hold-tap modifiers
A bit of a niche issue here. I am using a custom mechanical keyboard running the ZMK keyboard firmware, which, among other things, allows remapping and multiple layers. The feature I am using is called hold-tap, which makes a key behave as one key when held, or another when pressed. In my case, I ha...
- Mon Dec 27, 2021 4:32 am
- Forum: Technical Help
- Topic: Walking or zooming makes my game Choppy/Stutter
- Replies: 9
- Views: 2671
Re: Walking or zooming makes my game Choppy/Stutter
Replying to this to avoid making a duplicate. Ever since I switched to Linux I have been dealing with constant microstuttering in Factorio. It is constant - and only happens with Factorio. Turning off Force Composition Pipeline fixes the stutter, but introduces enormous screen tearing that is even m...
- Sat Dec 11, 2021 9:41 pm
- Forum: Assigned
- Topic: [raiguard][1.1.49] Multi-line labels cause strange behavior with scroll panes and stretching
- Replies: 2
- Views: 1753
[raiguard][1.1.49] Multi-line labels cause strange behavior with scroll panes and stretching
https://forums.factorio.com/download/file.php?mode=view&id=71900 To reproduce 1. Download Task List (requires the Factorio library ) 2. Create a task with a very long description (lorem ipsum works nicely) 3. Observe the above effects I attempted to reproduce this with a simple test mod, but fa...
- Fri Nov 19, 2021 5:03 pm
- Forum: Implemented mod requests
- Topic: Expose historical data of LuaFlowStatistics
- Replies: 7
- Views: 3251
Re: Expose historical data of LuaFlowStatistics
Bump. Having milestones work retroactively with greater precision would be awesome!
- Tue Nov 16, 2021 2:30 am
- Forum: Modding interface requests
- Topic: Selection tool mode/filter for selecting only ghost entities
- Replies: 4
- Views: 1836
Re: Selection tool mode/filter for selecting only ghost entities
+1 on this. I have a usecase for selecting ghosts. I propose three new selection modes: entity-ghost, tile-ghost, and any-ghost.
- Wed Nov 10, 2021 6:25 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 20006
Re: New API Docs website
The improvements are noticeable, and thank you! However, I'm still very much against using the Factorio CSS styling for API documentation. I much prefer the old flat style to this one in every way possible. I understand you want to have a consistent style across all of the Factorio websites, but it ...
- Sat Nov 06, 2021 12:35 am
- Forum: Modding interface requests
- Topic: Add mod-list.json to save files
- Replies: 1
- Views: 1086
Add mod-list.json to save files
This isn't so much a mod API request as it is a save file format request. I am writing a CLI mod manager , and the next feature I'm working on is sync-mods-with-save. I have found many previous posts on this subject, but they're all pretty outdated. Work was progressing, and I was slowly learning ho...
- Fri Nov 05, 2021 3:19 pm
- Forum: Modding interface requests
- Topic: [Kinda added with swap_children] Modding - order property in LuaGuiElement
- Replies: 9
- Views: 3047
Re: Modding - order property in LuaGuiElement
LuaGuiElement::swap_children() was added in today's release. It's not quite as good as just moving an element to a specified index, but you can accomplish that by creating a hidden element at the intended location, swapping it with your current element, then deleting the temp element. It will still ...
- Mon Nov 01, 2021 4:24 am
- Forum: Modding interface requests
- Topic: New prototype request: filterable-selection-tool
- Replies: 3
- Views: 862
Re: New prototype request: filterable-selection-tool
Deconstruction planners do not fire the events. Those only fire for selection-tool items.
- Sun Oct 31, 2021 9:40 pm
- Forum: Modding interface requests
- Topic: New prototype request: filterable-selection-tool
- Replies: 3
- Views: 862
New prototype request: filterable-selection-tool
I would like to request a new selection tool, one that has the ability to use deconstruction planner filters, but will raise the selected area event instead of deconstructing. It would be immensely useful for users to be able to customize what they select for certain mods, and right now the only way...
- Tue Sep 07, 2021 6:02 pm
- Forum: Releases
- Topic: Version 1.1.39
- Replies: 7
- Views: 20171
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...