at least group them by type: virtual, fluid, item.
or: they all have an index, why not use that (at least on the combinator itself)
this is a huge deal without any real workarounds.
hotfix pls...
Search found 400 matches
- Tue Jul 24, 2018 4:05 pm
- Forum: Modding interface requests
- Topic: signal sorting/order property
- Replies: 11
- Views: 2783
- Sun Jul 22, 2018 4:59 pm
- Forum: Modding help
- Topic: hidden entities + inserters
- Replies: 5
- Views: 961
Re: hidden entities + inserters
and how long till 0.17? i'm already thrilled for it since you announced the new laser towers, and even more since you announced the new interface..
that was half a year ago^^
that was half a year ago^^
- Sun Jul 22, 2018 4:10 pm
- Forum: Modding help
- Topic: hidden entities + inserters
- Replies: 5
- Views: 961
hidden entities + inserters
is there any way to make a prototype ignored by inserters?
(except making collision size 0x0, because it messes up the heat pipes)
(except making collision size 0x0, because it messes up the heat pipes)
- Sat Jul 21, 2018 8:58 pm
- Forum: Modding help
- Topic: invisible floor with movement speed modifier?
- Replies: 11
- Views: 2268
Re: invisible floor with movement speed modifier?
https://forums.factorio.com/viewtopic.php?f=25&t=23470 second last post but i dunno why you would use that now that there is a wire hiding property i assume by scripting you mean comparing the player position with all the positions of my tiles? unless i can merge those zones that would be quite ...
- Sat Jul 21, 2018 10:17 am
- Forum: Modding help
- Topic: invisible floor with movement speed modifier?
- Replies: 11
- Views: 2268
Re: invisible floor with movement speed modifier?
okay cool,
about my hidden concrete question:
i found this:
find_tiles_filtered{…, has_hidden_tile=…
what's this hidden tile? would that be the solution to my problem?
btw: if a prototype has some unusual properties, why not put them into the factorio-data-master on github?
about my hidden concrete question:
i found this:
find_tiles_filtered{…, has_hidden_tile=…
what's this hidden tile? would that be the solution to my problem?
btw: if a prototype has some unusual properties, why not put them into the factorio-data-master on github?
- Sat Jul 21, 2018 6:53 am
- Forum: Modding help
- Topic: invisible floor with movement speed modifier?
- Replies: 11
- Views: 2268
Re: invisible floor with movement speed modifier?
How would you do that? i just found a hack that involves spawning them on another surfaceeradicator wrote:(As far as i know you can hide power wires per entity in the current version if they look ugly.)
- Fri Jul 20, 2018 9:19 pm
- Forum: Modding help
- Topic: invisible floor with movement speed modifier?
- Replies: 11
- Views: 2268
Re: invisible floor with movement speed modifier?
i saw a movement speed modifier on some trivial smoke prototypes, but it probably won't affect vehicles.
does that even work? i tried spawning one of them and either they are invisible or dont work..
does that even work? i tried spawning one of them and either they are invisible or dont work..
- Fri Jul 20, 2018 8:39 pm
- Forum: Modding help
- Topic: invisible floor with movement speed modifier?
- Replies: 11
- Views: 2268
Re: invisible floor with movement speed modifier?
oh i really can hide power wires? i thought that was impossible...
thanks, gonna try that out.
the problem with the tiles is that i need some kind of movement speed modifier, but basically you should still be able to see what ever is below it
thanks, gonna try that out.
the problem with the tiles is that i need some kind of movement speed modifier, but basically you should still be able to see what ever is below it
- Fri Jul 20, 2018 3:54 am
- Forum: Modding help
- Topic: invisible floor with movement speed modifier?
- Replies: 11
- Views: 2268
invisible floor with movement speed modifier?
when i replace all the graphics with invisible ones, something like a black hole is created, it uses whatever has been displayed there before. I even tried it with the vanilla prototype by making all the concrete graphics transparent, but didn't help. background: i'm working on a powered floor mod, ...
- Fri Jul 20, 2018 2:59 am
- Forum: Modding interface requests
- Topic: Modding Hackes
- Replies: 4
- Views: 1390
Re: Modding Hackes
+1 from me.. for my current project i already need 5 entities per floor tile (powered floor, size 2x2 with transparent edges): - power pole - turbine - lamp (glow at night) - movement speed modifier (no idea how to do that yet, using invisible tiles causes graphics glitches) - displayed floor (2x2 s...
- Wed Jul 18, 2018 10:44 pm
- Forum: Desyncs with mods
- Topic: [0.16.36] Desync report on dedicated server with 3 players
- Replies: 7
- Views: 3492
Re: [0.16.36] Desync report on dedicated server with 3 players
wow, it really works! (Oo) i thought it was because the energy network wasn't synced and by removing the power pole players would have different states of the internal electric buffer and caused the checksum error due to the entity creation. Thank you very much and sorry for what i said about moddin...
- Wed Jul 18, 2018 10:27 pm
- Forum: Desyncs with mods
- Topic: [0.16.36] Desync report on dedicated server with 3 players
- Replies: 7
- Views: 3492
Re: [0.16.36] Desync report on dedicated server with 3 players
i rather write a 3 line desync mod to demonstrate to the devs how awful their mod support is.
otherwise i dont give a fk, im not playing the game in multiplayer myself anyway.
otherwise i dont give a fk, im not playing the game in multiplayer myself anyway.
- Wed Jul 18, 2018 2:07 pm
- Forum: Desyncs with mods
- Topic: [0.16.36] Desync report on dedicated server with 3 players
- Replies: 7
- Views: 3492
Re: [0.16.36] Desync report on dedicated server with 3 players
does any developer read this forum?
- Tue Jul 17, 2018 1:55 am
- Forum: Modding interface requests
- Topic: signal sorting/order property
- Replies: 11
- Views: 2783
Re: signal sorting/order property
i guess my request was a bit vague.
i was hoping you could add a property to sort the signals on combinators and power poles.
this would be very useful if you have signals that get updated very quickly and jump between high and low/zero values.
i was hoping you could add a property to sort the signals on combinators and power poles.
this would be very useful if you have signals that get updated very quickly and jump between high and low/zero values.
- Tue Jul 17, 2018 12:13 am
- Forum: Desyncs with mods
- Topic: [0.16.36] Desync report on dedicated server with 3 players
- Replies: 7
- Views: 3492
Re: [0.16.36] Desync report on dedicated server with 3 players
i really have no idea what causes the desyncs. Now i have another guy telling me his game desyncs when the shields loose power. I tested it and can verify it. it only happens when the shields have been fully charged though. (no shield bar displayed) This is what the mod does at that point: The on_ti...
- Mon Jul 16, 2018 4:25 pm
- Forum: Modding interface requests
- Topic: signal sorting/order property
- Replies: 11
- Views: 2783
Re: signal sorting/order property
nope, they are sorted by value
- Mon Jul 16, 2018 4:23 pm
- Forum: Won't implement
- Topic: circuit interface for all prototypes
- Replies: 1
- Views: 1181
circuit interface for all prototypes
Many modders (including me) are having problems making wires blueprintable due to script-created entities.
It would be nice if it was possible to add the connections to any entity and give it a custom luacontrolbehaviour to control the output signals via script.
It would be nice if it was possible to add the connections to any entity and give it a custom luacontrolbehaviour to control the output signals via script.
- Sun Jul 15, 2018 9:01 pm
- Forum: Modding interface requests
- Topic: signal sorting/order property
- Replies: 11
- Views: 2783
signal sorting/order property
it would be nice if somewhere (in the prototype, or in the control) you could set an order string for a signal, if it has such a string, simply put it in the front or at the end, and sort it with other signals that also have an order string.
- Sat Jul 14, 2018 4:52 pm
- Forum: Modding interface requests
- Topic: R/W temps of reactors, etc or R/W consumption,burner.efficie
- Replies: 4
- Views: 1428
Re: R/W temps of reactors, etc or R/W consumption,burner.efficie
i discovered that i could manipulate efficiency by constantly updating remaining_burning_fuel, but there is no way to change the consumption
- Thu Jul 12, 2018 4:24 pm
- Forum: Modding interface requests
- Topic: R/W temps of reactors, etc or R/W consumption,burner.efficie
- Replies: 4
- Views: 1428
Re: R/W temps of reactors, etc or R/W consumption,burner.efficie
yeah but doesnt work on reactors, at least the displayed temperature on the entity resets to 15, even if you immediately set its "temperature" to the old value after replacing it. it rises again within 1 second to its old value but at the pace we are replacing it the temperature is just ju...