Search found 75 matches

by kizrak
Fri Feb 09, 2024 4:05 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 119
Views: 17710

Re: Friday Facts #397 - Factoriopedia

So happy reading about Factoriopedia! One suggestion, which you may have already considered, having bi-directional links between relevant Factoriopedia sections and "tips and tricks" pages. For example, the "tips and tricks" for power poles, or trains, or liquids might link to th...
by kizrak
Fri Jan 19, 2024 3:40 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 133
Views: 21796

Re: Friday Facts #394 - Assembler flipping and circuit control

As a mod developer, this FF got me thinking. So it would make sense that 1.0 mods would not be forward compatible with 2.0, but will 2.0 mods be 1.0 compatible? Will it be possible to make 2.0 mods that also "just work" for 1.0? For example, as a mod developer for 2.0, will I need to check...
by kizrak
Fri Jan 12, 2024 7:56 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 229
Views: 47247

Re: Friday Facts #393 - Putting things on top of other things

I dunno, gonna be honest this is the first one that's had me kinda worried. Now a 2 wagon train can outperform 8 wagon trains. This feels like a very big move towards scale up rather than scale out, and scaling out has always been where Factorio's emergent complexity, the part that makes the game s...
by kizrak
Fri Nov 10, 2023 5:36 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 329
Views: 46916

Re: Friday Facts #384 - Combinators 2.0

Super awesome FFF! πŸš€ Also love all of the ideas. And an extra plus one to some clocks, maybe a mode of the constant combinator, that can tell: ● surface/planet time of day (in ticks) ● total game time (in ticks) (to allow sync between planets/surfaces/spaceships) ● daylight sensor for current surfac...
by kizrak
Wed Dec 02, 2020 12:18 am
Forum: Ideas and Suggestions
Topic: Option to make server wait for slowest client
Replies: 34
Views: 13005

Re: Option to make server wait for slowest client

Maybe this could be regulated via some type of permission (if anti-griefing is desired). The server could yield to users/clients with a permission, but not others. I'm not sure if this, or probably technical limitations make this prohibitive. πŸ€” Out of curiosity (I know it isn't likely to change the ...
by kizrak
Sun Nov 29, 2020 9:45 pm
Forum: Not a bug
Topic: Modding: Errormsg on storage-chests
Replies: 4
Views: 1114

Re: Modding: Errormsg on storage-chests

Thank you! πŸš€
by kizrak
Sun Nov 29, 2020 9:31 pm
Forum: Not a bug
Topic: Modding: Errormsg on storage-chests
Replies: 4
Views: 1114

Re: Modding: Errormsg on storage-chests

I'm a mod author encountering this message and I'm not sure what changed in 1.1, or how I should correct it for my mod. I'm looking at my prototype (see below) and I don't see anything related to "request slot". { animation = { ... }, close_sound = { filename = "__base__/sound/metalli...
by kizrak
Fri Oct 30, 2020 6:20 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 79793

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

B5Gggj6A3T.jpg
B5Gggj6A3T.jpg (1.57 MiB) Viewed 7844 times
Thanks! 🧑
by kizrak
Fri Oct 16, 2020 7:17 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 83641

Re: Friday Facts #361 - Train stop limit, Tips and tricks

SunBlade wrote: ↑
Sat Oct 10, 2020 11:52 am
Configuration
  • Where to find the Three Pane Inventory Mode (Inv+Craft+Logistic)
This is awesome! 🍰
eyslh937FM.png
eyslh937FM.png (256.36 KiB) Viewed 7522 times
factorio_rnux2VVH6N.png
factorio_rnux2VVH6N.png (239.04 KiB) Viewed 7522 times
Thanks! πŸ˜€
by kizrak
Fri Oct 16, 2020 6:52 pm
Forum: Duplicates
Topic: [1.0.0] Crash: TransportBelt::drawBase
Replies: 2
Views: 1089

Re: [1.0.0] Crash: TransportBelt::drawBase

Thanks! πŸš€
by kizrak
Sat Sep 26, 2020 9:59 am
Forum: Duplicates
Topic: [1.0.0] Crash: TransportBelt::drawBase
Replies: 2
Views: 1089

[1.0.0] Crash: TransportBelt::drawBase

Got this crash log. Multiplayer game with friend was playing on my map. He was looking at electrical graphs and the game crashed for him. I'm not sure this was the cause of the crash. My game didn't do anything bad except notice that his client wasn't sending network packets anymore; and disconnecte...
by kizrak
Thu Jul 23, 2020 3:35 am
Forum: Modding interface requests
Topic: [MOD API] Expand the EnergySource with a 'solar' type
Replies: 2
Views: 1416

Re: [MOD API] Expand the EnergySource with a 'solar' type

I would really love to see this too ! 🧑

Thanks!
-Kizrak
by kizrak
Fri Jul 17, 2020 12:58 am
Forum: Won't implement
Topic: Allow "OR" prerequisites in technology prototype
Replies: 2
Views: 1351

Allow "OR" prerequisites in technology prototype

Instead of Technology#prerequisites always being an AND requirement, I would love to see an option/flag for OR, at the prototype level. I could envision something like a flag that just switches it from AND to OR (which would be sufficient for my needs), or something more complicated . Sorry if this ...
by kizrak
Thu Jul 16, 2020 3:59 am
Forum: Modding interface requests
Topic: Event request: on_player_cursor_ghost_changed
Replies: 2
Views: 1248

Re: Event request: on_player_cursor_ghost_changed

I would really love to have this too! 🧑
by kizrak
Sun Jul 12, 2020 8:04 pm
Forum: Modding help
Topic: Runtime Transparency?
Replies: 1
Views: 1104

Runtime Transparency?

Hello Engineers! 🧑 I was look at Types/Animation and Types/Sprite hoping to find a way to make existing Animations and Sprites transparent (or more transparent). I noticed that both Animations and Sprites have: apply_runtime_tint blend_mode premul_alpha Given their similarities, I would hope these A...
by kizrak
Sat Jul 11, 2020 7:22 pm
Forum: Won't implement
Topic: Sticker effects on 'other' entities
Replies: 1
Views: 1021

Sticker effects on 'other' entities

Prototype/Sticker says that it only effects Prototype/Unit , Prototype/Character and Prototype/Car entities. I would love to see an API for stickers to also effect buildings / turrets / structures / etc. In particular, I would love to have stickers that can modify the attack speed of turrets and wo...
by kizrak
Sat Jul 11, 2020 5:47 pm
Forum: Modding help
Topic: Sticker API from ammo action
Replies: 1
Views: 838

Re: Sticker API from ammo action

Also interested in this knowledge if someone knows πŸ‘
by kizrak
Sat Jul 11, 2020 5:32 pm
Forum: Won't implement
Topic: More effects on sticker
Replies: 4
Views: 1960

Re: More effects on sticker

I would also love to see more sticker effects. ❀ I would really like to see an attack speed (or attack range) modifier the most. Sticker effects in approximate desire order: attack speed modifier attack range modifier damage taken modifier (similar to resist modifier, but hopefully simpler and broad...
by kizrak
Sat Jun 27, 2020 4:07 pm
Forum: Modding interface requests
Topic: Remove/hide weapon slots at bottom-right of screen
Replies: 8
Views: 2664

Re: Remove/hide weapon slots at bottom-right of screen

Maybe the two plus GUI elements (toolbar and weapon/armor bar?) could be split out in player.game_view_settings ? Just brainstorming πŸ€“ Reference: GameViewSettings.show_controller_gui show_controller_gui :: boolean [Read-Write] Show the controller GUI elements. This includes the toolbar, the selected...

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