Search found 60 matches

by Iccor56
Fri Feb 01, 2019 6:44 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 31979

Re: Friday Facts #280 - Visual Feedback is the king

regarding the tool selection part of the quick bar:

will the size of the section change based on how many tools are in it or manually? i would hate to only have a couple tools in the bar and have 8 empty spots blocking the screen.
by Iccor56
Sun Aug 19, 2018 6:00 pm
Forum: Modding help
Topic: How to see errors and logs?
Replies: 9
Views: 2168

Re: How to see errors and logs?

darkfrei wrote:
Iccor56 wrote:game.print only prints the event.name every few seconds. but it prints the event.tick every time i mine an entity. any idea why that is?
Antispam

but it is not telling me the things i am telling it to tell me. this is very frustrating. especially when the code is obviously running.
by Iccor56
Sun Aug 19, 2018 5:57 pm
Forum: Ideas and Suggestions
Topic: Logistics disable
Replies: 0
Views: 214

Logistics disable

PLEASE let us disable the logistics request section (center section next to inventory and crafting). there are many times i have dumped our inventory someplace for robots to work with and use big roboports not my personal stuff. i then don't want them to drop stuff back in my inventory instead of bu...
by Iccor56
Wed Aug 08, 2018 5:59 pm
Forum: Modding help
Topic: Requester methods and fields?
Replies: 8
Views: 7275

Re: Requester methods and fields?

Ok i understood that. So what you are saying is that there is no other fields and/or methods specific to requesters? so, everything that is on the wiki is in the game. it should, in the lua parts, not be outdated. The piece logistic network contains information specific for anything that has to do ...
by Iccor56
Wed Aug 08, 2018 5:48 pm
Forum: Modding help
Topic: How to see errors and logs?
Replies: 9
Views: 2168

Re: How to see errors and logs?

game.print() and player.print() display on screen, they are not connected to any external monitoring tool. (Also Lua tables start at 1 so players[0] is an error.) print() does go to stdout, but stdout is not easy to work with on Steam. Use this to print to factorio-current.log: log("Hi Mom!") playe...
by Iccor56
Sat Aug 04, 2018 12:51 am
Forum: Modding help
Topic: debuging ability
Replies: 1
Views: 209

debuging ability

so i have this proof of concept code ---------------- Event Listeners -------------- local function Blueprint_Scanner_on_scanner_on_tick(event) --if(event.tick%300==0) then if(event.tick==3977400) then log(event.tick) end end local function Blueprint_Scanner_on_built_entity(event) log("on_built_enti...
by Iccor56
Fri Aug 03, 2018 10:12 pm
Forum: Modding help
Topic: mod sprites
Replies: 2
Views: 320

Re: mod sprites

that program is awesome.

thank you
by Iccor56
Fri Aug 03, 2018 2:02 am
Forum: Modding help
Topic: mod sprites
Replies: 2
Views: 320

mod sprites

so i am trying to rebuild an old defunct mod and it's going good so far.

i am trying to get the sprites to work and they show up but they show up as squares with white backgrounds to the objects.
how do i add transparency to the PNG??
by Iccor56
Thu Aug 02, 2018 1:18 am
Forum: Modding help
Topic: I really need help with my mod
Replies: 16
Views: 1286

Re: I really need help with my mod

any idea where i can find a list of what is in "player", "defines" or "game"? i can find lots of class info in the api listings but now how it is put into use in game. and i have zero idea how to look at the live situation.
by Iccor56
Sat Jun 09, 2018 1:22 am
Forum: Ideas and Requests For Mods
Topic: tree bounding box
Replies: 4
Views: 419

Re: tree bounding box

i don't know where the issue is or if it is a bug. i just know things don't line up with squeak through enabled and they do when it is disabled. either it is an engine bug or something missing in the addon.
by Iccor56
Sun Jun 03, 2018 11:01 pm
Forum: Ideas and Requests For Mods
Topic: tree bounding box
Replies: 4
Views: 419

Re: tree bounding box

squeak through can also leaves tress and other items not marked for destruction when you ghost something onto that area but when a robot goes to create the entity the tree is blocking it so the robot just sits there trying and wasting power.
by Iccor56
Sun Jun 03, 2018 10:36 pm
Forum: Ideas and Suggestions
Topic: More Filters for Stack Filter Inserters
Replies: 4
Views: 1117

Re: More Filters for Stack Filter Inserters

i feel "more efficient" should be decided by the user and the game map. i do not see a valid reason for limiting the filter stack inserter to one if other filter inserters can do more. yes it can only pick up one type of item at a time. but so can the regular filter inserter. stack just picks up mor...
by Iccor56
Tue May 15, 2018 12:12 am
Forum: Modding help
Topic: ghost entitites on descrution
Replies: 7
Views: 811

Re: ghost entitites on descrution

i'm trying that via onload and it does not seem to work. i seem to be having great difficulty understanding the lua modding environment. any suggestions? local OnLoad=function() --define handler game.player.force.ghost_time_to_live=60*60*60 end script.on_load(OnLoad)--this will execute when the save...
by Iccor56
Sun May 13, 2018 9:58 pm
Forum: Modding help
Topic: ghost entitites on descrution
Replies: 7
Views: 811

Re: ghost entitites on descrution

it was not researched :(


is there a way or setting or mod based setting that can increase that before research is done?
by Iccor56
Sat May 12, 2018 5:03 pm
Forum: Modding help
Topic: ghost entitites on descrution
Replies: 7
Views: 811

ghost entitites on descrution

has anyone else noticed destroyed items no longer make ghost entities? i tried validating game files with steam and i also removed all the mods (change the folder name). i even change the config file name so it was rebuilt. i tried a brand new game and i still could not make ghost entity when i dest...
by Iccor56
Fri May 04, 2018 12:17 am
Forum: Ideas and Suggestions
Topic: manual train brakes
Replies: 0
Views: 214

manual train brakes

how about trains under manual control brake at the same speed as automatic trains? right now it takes AGGGESSSS to brake from full speed even though acceleration seems to be matched.
by Iccor56
Fri Apr 27, 2018 1:51 am
Forum: Mods
Topic: [0.14] Blueprint Items Request 0.1.3
Replies: 14
Views: 4786

Re: [0.14] Blueprint Items Request 0.1.3

Love it, although I usually don't use it much, I prefer to cover all the map with one vast logistics/construction network. :D But this map, I'm trying to be a good little Factorio player (no, main bus is still right out) and do the outpost thing, where this comes in so handy. Except... it apparentl...
by Iccor56
Fri Apr 27, 2018 1:50 am
Forum: Mods
Topic: [0.14] Blueprint Items Request 0.1.3
Replies: 14
Views: 4786

Re: [0.14] Blueprint Items Request 0.1.3

Chaoticus wrote:I updated your mod to work with version 0.16. The changes are in these lines:
info.json:9
control.lua:198,207
style.lua:5,12,13,29,47,73
Blueprint Items Request_0.1.4.zip

you should post this on the mod website.
by Iccor56
Thu Apr 26, 2018 9:34 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 66975

Re: Final (Maxed) Designs

I'ts done with Autocad. And is so much badass : every Factorio player can screenshot Factorio, but not everyone can make an Autocad plan. Btw : if I had Autocad at work, I could make such plans at work, and still be congratulated by my boss for my hard dedication to my work :twisted: do you just mo...
by Iccor56
Sat Mar 24, 2018 4:50 pm
Forum: Ideas and Suggestions
Topic: train out of fuel marker
Replies: 3
Views: 387

train out of fuel marker

there is almost no way to see a train is out of fuel unless you zoom in on the mess of trains stuck in one spot. When using a train based supply network everything grinds to a halt if one train is out of fuel at a key spot. I would like to see a out of fuel symbol flashing or such on the individual ...

Go to advanced search