Search found 624 matches

by Xorimuth
Thu Mar 31, 2022 11:50 am
Forum: Modding interface requests
Topic: Event request: on_recipe_changed
Replies: 18
Views: 4429

Re: Event request: on_recipe_changed

I'd also be interested in seeing this implemented, although the work-arounds suggested seem quite comprehensive.

Edit: I no longer need this
by Xorimuth
Tue Mar 29, 2022 6:13 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 68
Views: 20003

Re: New API Docs website

Can you add `spellcheck="false"` to the search input please? When I search for words (or parts of words) it suggests different words, and when I click away (on the search result) it automatically 'corrects' the word, which then changes the search results, so I don't get sent to the page I ...
by Xorimuth
Sun Mar 27, 2022 9:04 pm
Forum: Won't implement
Topic: [suggestion]Add "gun-range" modifier to research modifier prototypes
Replies: 8
Views: 2640

Re: [suggestion]Add "gun-range" modifier to research modifier prototypes

This isn't likely to ever be implemented due to how turret mechanics work in the game. Turrets turn themselves off unless there is an enemy within their shooting area rounded up to the nearest chunk. As enemies move around they 'turn on' nearby turrets based off the maximum turret range in the game...
by Xorimuth
Sun Mar 13, 2022 1:16 am
Forum: Not a bug
Topic: [1.1.56] Spidertron waypoint orbiting
Replies: 2
Views: 1778

Re: [1.1.56] Spidertron waypoint orbiting

Mmm my mod would also benefit from spidertrons always stopping at their waypoint instead of overshooting when travelling too fast: https://mods.factorio.com/mod/SpidertronPatrols/discussion/60feb696d35fb0d8c1b7b314 Edit: I'm now using a system where I call stop_spider() if it is starting to overshoo...
by Xorimuth
Sat Mar 05, 2022 6:38 pm
Forum: Modding help
Topic: Modpack Dependency Help
Replies: 6
Views: 1589

Re: Modpack Dependency Help

You need to use the internal mod names, not their titles (https://wiki.factorio.com/Tutorial:Mod_structure#dependencies). "MushroomCloud-patched" instead of "Mushroom Cloud 1.1 Patched" etc. You can find these names in the URLs of their mod pages. Maybe it works with the first 2 ...
by Xorimuth
Tue Feb 22, 2022 1:08 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 127796

Re: Friday Facts #367 - Expansion news

Guys, have you thought about adding a step-down transformer to the game, for a less plausible power supply. just high voltage input, low level income, that's it. it looks strange when the entire power grid from the nuclear power plant rests on one village power line. no need to complicate through t...
by Xorimuth
Thu Feb 17, 2022 11:21 pm
Forum: Ideas and Suggestions
Topic: Make shortcut bar more resilient to mod loading and unloading
Replies: 25
Views: 5049

Re: Make tips&tricks and shortcut bar more resilient to mod loading and unloading

A different approach that mostly removes this annoyance would be to save the state of `/unlock-tips` within a save, so that as long as I've typed it once in a save no more tips will appear.
by Xorimuth
Fri Jan 28, 2022 5:42 pm
Forum: Ideas and Requests For Mods
Topic: Mod request/idea - Water strider
Replies: 4
Views: 1733

Re: Mod request/idea - Water strider

I had a similar idea... not sure if it's possible, but basically you'd hide the bottom portion of the spider's legs as if it's wading in the water. Mostly I just want to put an end to that annoying thing where I use the remote to send it somewhere and then discover 10 minutes later that it never ar...
by Xorimuth
Fri Jan 28, 2022 5:36 pm
Forum: Ideas and Suggestions
Topic: Make shortcut bar more resilient to mod loading and unloading
Replies: 25
Views: 5049

Make shortcut bar more resilient to mod loading and unloading

EDIT: Tips & Tricks are fixed in 1.1.62. Shortcuts are not. Consider this common scenario: You start playing a modded save with a mod that adds tips (such as Rate Calculator ), and a variety of mods that add shortcuts. The Rate Calculator tips pop up and you go through them, marking them as read...
by Xorimuth
Fri Jan 21, 2022 1:34 am
Forum: Implemented mod requests
Topic: LuaEntityPrototype.height (for spidertrons)
Replies: 1
Views: 990

LuaEntityPrototype.height (for spidertrons)

I'd like a rough proxy for how far a particular type of spidertron can reach over large buildings/water/etc in control stage. It seems to me that exposing https://wiki.factorio.com/Prototype/SpiderVehicle#height in LuaEntityPrototype would be a good estimate (set to 1.5 * scale * leg_scale in base's...
by Xorimuth
Fri Jan 21, 2022 12:57 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83070

Re: Small documentation improvement requests

https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.request_path should point to CollisionMaskWithFlags, not just CollisionMask. There could be lots of instances of this. https://lua-api.factorio.com/latest/Concepts.html#CollisionMaskWithFlags should explain the flags or link to the expl...
by Xorimuth
Thu Jan 20, 2022 10:50 pm
Forum: General discussion
Topic: [Finished] Testing new CDN providers for Factorio
Replies: 14
Views: 3897

Re: Testing new CDN providers for Factorio

macOS 12.2 in SE England. CDN77 is much much better than the other 2. #1 Wube CDN % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spent Left Speed 100 1400M 100 1400M 0 0 12.2M 0 0:01:54 0:01:54 --:--:-- 12.8M CDN77 % Total % Received % Xferd Average Speed Time Tim...
by Xorimuth
Fri Dec 31, 2021 8:00 pm
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Bigger spidertron (just graphically)
Replies: 2
Views: 1038

Re: [REQUEST] Bigger spidertron (just graphically)

Hey, I've just released this as an option in v1.8.0 of Spidertron Enhancements (https://mods.factorio.com/mod/SpidertronEnhancements). Let me know if you've got feedback or more suggestions.
by Xorimuth
Fri Dec 31, 2021 7:03 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.50] create_spidertron() doesn't correctly scale lights
Replies: 1
Views: 1744

[1.1.50] create_spidertron() doesn't correctly scale lights

Maybe this won't be considered a bug, as it is only encountered with mods and can be worked around with custom implementations, but it is vanilla code that is incorrect/incomplete. Base mod provides a create_spidertron() function with optional arguments for scaling the spidertron. I've noticed that ...
by Xorimuth
Fri Dec 31, 2021 6:18 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83070

Re: Small documentation improvement requests

https://wiki.factorio.com/Types/SpiderVehicleGraphicsSet#light_positions what does light_positions do? I'm trying to improve the create_spidertron function in base so that it correctly scales the lights as well. Seems to be the locations that the eye_light is placed. -> Thank you for adding this yo...
by Xorimuth
Sat Dec 25, 2021 3:39 pm
Forum: Technical Help
Topic: spidertron remote shift right click not working
Replies: 10
Views: 2128

Re: spidertron remote shift right click not working

Is there a config file somewhere that has any of the overridden keymappings that I can check? Yes, see https://wiki.factorio.com/Application_directory 'config/config.ini' which contains all settings and controls. Any line without a semicolon at the start is where you've set it to something other th...
by Xorimuth
Sat Dec 25, 2021 3:36 pm
Forum: Technical Help
Topic: spidertron remote shift right click not working
Replies: 10
Views: 2128

Re: spidertron remote shift right click not working

As others have pointed out, you need to shift-right-click whilst hovering over the item, not whilst holding it. Clearing it whilst holding it is a feature of my Spidertron Enhancements mod (and possible a few other mods). The vanilla method doesn't have its own keybind, it uses the keybind that is u...
by Xorimuth
Thu Dec 23, 2021 1:52 pm
Forum: Technical Help
Topic: spidertron remote shift right click not working
Replies: 10
Views: 2128

Re: spidertron remote shift right click not working

Just to check, are you doing this whilst hovering over the item or whilst holding it?
by Xorimuth
Fri Dec 17, 2021 2:05 pm
Forum: Mod portal Discussion
Topic: Mod portal search doesn't work in Firefox
Replies: 7
Views: 1895

Re: Mod portal search doesn't work in Firefox

Works fine for me on macOS 12.1, FireFox 95.0.1.

Go to advanced search