Search found 452 matches
- Tue Sep 29, 2020 2:19 am
- Forum: Questions, reviews and ratings
- Topic: Rate-limited Pumps Mod?
- Replies: 42
- Views: 8044
Re: Rate-limited Pumps Mod?
There's one minor flaw with the super pump that I've found: in order to make the throughput capabilities so ridiculous, I had to give the pump's fluidbox a ridiculous height (1500, vs. a regular pipe's 1). Because of this, if the output backs up, the pipe will amass a ridiculous amount of buffer. An...
- Tue Sep 29, 2020 1:50 am
- Forum: Questions, reviews and ratings
- Topic: Rate-limited Pumps Mod?
- Replies: 42
- Views: 8044
Re: Rate-limited Pumps Mod?
Well, mods do crazy things sometimes. And for testing crazy builds (or crazy mods ;) higher numbers might come in handy. Huge tanks are not uncommon either, and 30 seems like a strangely odd number. And above all: This is factorio. So increasing the manual input limit to 100k or 1M without changing...
- Tue Sep 29, 2020 1:32 am
- Forum: Questions, reviews and ratings
- Topic: Rate-limited Pumps Mod?
- Replies: 42
- Views: 8044
Re: Rate-limited Pumps Mod?
(note: you can set any integer value between 0 - 30,000, not just the slider increments) Any particular reason why the upper limit is so low? I.e. the Electric Energy Interface also has a GUI slider with a much lower range than the actually allowed values - allowing advanced usage without making th...
- Tue Sep 29, 2020 1:00 am
- Forum: Questions, reviews and ratings
- Topic: Rate-limited Pumps Mod?
- Replies: 42
- Views: 8044
Re: Rate-limited Pumps Mod?
Fluid energy source Holy crap, you're a genius. The fluid energy source method works perfectly, and I have implemented it into Editor Extensions: https://media.discordapp.net/attachments/306402592265732098/760303096575819796/9d7f901e-9e35-43eb-b7b4-a52ff5c7825a.gif (note: you can set any integer va...
- Sat Sep 26, 2020 5:11 pm
- Forum: Questions, reviews and ratings
- Topic: Rate-limited Pumps Mod?
- Replies: 42
- Views: 8044
Re: Rate-limited Pumps Mod?
Instead of having 10k prototypes, add one for each power of two and do a binary numbers addition of them. then it's just log2(n) pump entities required for precision down to 1/tick. For flow up to 12k/second or 720k/tick that's just 20 static entities needed. If it's possible to make multi-entity p...
- Sat Sep 26, 2020 4:58 am
- Forum: Implemented mod requests
- Topic: Add GUI elements in the middle of a parent
- Replies: 5
- Views: 1946
Add GUI elements in the middle of a parent
THE REQUEST: Add a method for adding a new child to a LuaGuiElement somewhere other than the end. Perhaps add an index key to the element's table that specifies the index in the children list it should be inserted? THE REASON: I can guarantee that I'm not the first one to ask for this, but I couldn...
- Sat Sep 26, 2020 12:36 am
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 21
- Views: 7693
Re: LuaRendering.draw_on_map
Here to give my enthusiastic +1.
- Sat Sep 26, 2020 12:29 am
- Forum: Questions, reviews and ratings
- Topic: Rate-limited Pumps Mod?
- Replies: 42
- Views: 8044
Re: Rate-limited Pumps Mod?
Factorio 1.1 will let you set infinity pipes to constantly add or remove a certain amount of liquid to/from themselves. This lets you test input or output rates, but does not let you rate-limit in the middle of a system. I will see about making it so pumps can have their speed changed at runtime for...
- Wed Sep 23, 2020 10:12 pm
- Forum: Questions, reviews and ratings
- Topic: Rate-limited Pumps Mod?
- Replies: 42
- Views: 8044
Re: Rate-limited Pumps Mod?
Yeah, I realized this after posting as well. Regardless, I'm working with the devs and it's fairly likely that a solution will be made using the infinity pipe. Stay tuned.eradicator wrote: ↑Wed Sep 23, 2020 9:28 pmInfinityPipeFilter.percentage has value type double. It's just the gui that imposes limits on the value range.
- Wed Sep 23, 2020 8:20 pm
- Forum: Questions, reviews and ratings
- Topic: Rate-limited Pumps Mod?
- Replies: 42
- Views: 8044
Re: Rate-limited Pumps Mod?
I would have already suggested that to the https://mods.factorio.com/mod/EditorExtensions mod author, but unfortunately, h'es only on github, and I neither have, nor want to create an account on a platform for that. I'm actually on these forums as well. :) The only way I can foresee going about thi...
- Wed Sep 16, 2020 2:10 am
- Forum: Modding interface requests
- Topic: Scenario "required mods" and sync-mods-with-scenario functionality
- Replies: 7
- Views: 1381
Re: Scenario "required mods" and sync-mods-with-scenario functionality
In the case of flib, it's a library mod, so that just doesn't make sense. For EE I can see your argument for this basic scenario, but for more complex scenarios, they might be expecting various mods to be present to provide the experience they intend. I can imagine that there are a lot of usecases f...
- Mon Sep 14, 2020 9:40 pm
- Forum: Modding interface requests
- Topic: Scenario "required mods" and sync-mods-with-scenario functionality
- Replies: 7
- Views: 1381
Scenario "required mods" and sync-mods-with-scenario functionality
EDIT: This really should be in modding interface requests. Could a mod please move it there? I'm sorry! I would like to be able to specify a list of required mods for a specific scenario. For example, my Editor Extensions mod includes a "testing" scenario, and I would like to specify that...
- Mon Sep 14, 2020 3:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.0.0] LuaControl::can_insert has incorrect behavior for modules
- Replies: 1
- Views: 2504
[Rseding91] [1.0.0] LuaControl::can_insert has incorrect behavior for modules
When using LuaControl::can_insert , strange behavior can be observed when it comes to modules. If a module is in the entity's module inventory, whether or not that inventory is full, calling can_insert and passing that module into it will always return true. This does not happen for any other invent...
- Mon Sep 14, 2020 2:30 am
- Forum: Not a bug
- Topic: [1.0.0] Scenario editor per-player settings leaking into new games
- Replies: 2
- Views: 536
Re: [1.0.0] Scenario editor per-player settings leaking into new games
I see, thanks for the response. In that case, I'll create a version of my mod that doesn't have the settings that I'll use when creating the scenario, so that I can get the behavior I want.
- Sun Sep 13, 2020 11:44 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer :: create_local_flying_text at cursor position
- Replies: 9
- Views: 2572
- Sun Sep 13, 2020 8:37 pm
- Forum: Not a bug
- Topic: [1.0.0] Scenario editor per-player settings leaking into new games
- Replies: 2
- Views: 536
[1.0.0] Scenario editor per-player settings leaking into new games
I created a scenario for one of my mods that has a pre-built map and does a small amount of scripting when players and forces are created (namely, enabling cheat mode automatically for players). When I created this scenario, I had my mod loaded, since the pre-built world includes some of the mod's e...
- Sun Aug 30, 2020 2:31 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.0.0] Rocket silos without fixed_recipe don't save their current recipe to blueprints
- Replies: 1
- Views: 2541
[kovarex] [1.0.0] Rocket silos without fixed_recipe don't save their current recipe to blueprints
What it says on the tin. If you remove fixed_recipe from the rocket silo (and un-hide the rocket part so you can select it in the menu), the silo will not save the set recipe to blueprints. Here is a small mod that I used while testing this: data.raw["rocket-silo"]["rocket-silo"]...
- Sat Aug 29, 2020 5:41 pm
- Forum: Modding interface requests
- Topic: Two improvements to player.add_custom_alert: position instead of entity, and duration
- Replies: 8
- Views: 1847
- Sat Aug 29, 2020 4:59 am
- Forum: Ideas and Suggestions
- Topic: [Editor] Wishlist of possible features for the editor
- Replies: 22
- Views: 6191
Re: [Editor] Wishlist of possible features for the editor
A small request... could the infinity inventory filters be updated to use a similar GUI to infinity containers? That way, they would be positioned underneath the inventory instead of next to it, fixing the train GUI alignment problems, among other things. 2020-08-28 22_58_07-Factorio 1.0.0.png As an...
- Fri Aug 28, 2020 1:39 am
- Forum: Modding help
- Topic: Detect/prevent GUI modification/deletion from other mods.
- Replies: 35
- Views: 5856
Re: Detect/prevent GUI modification/deletion from other mods.
I see, I assumed that since you were moving to gui.screen that you would continue clearing there. If you're not clearing it, then it's all good. But I still stand behind what I said about gui.center.
Sorry for getting worked up.
Sorry for getting worked up.