I'd also be interested in seeing this implemented, although the work-arounds suggested seem quite comprehensive.
Edit: I no longer need this
Search found 624 matches
- Thu Mar 31, 2022 11:50 am
- Forum: Modding interface requests
- Topic: Event request: on_recipe_changed
- Replies: 18
- Views: 4429
- 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 ...
- Mon Mar 28, 2022 5:04 pm
- Forum: Implemented in 2.0
- Topic: Personal logistics and autotrash whitelist mode for spidertron
- Replies: 8
- Views: 2708
Re: Personal logistics and autotrash whitelist mode for spidertron
https://mods.factorio.com/mod/AutoTrash will allow you to do that
- 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...
- 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...
- 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 ...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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 ...
- 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...
- 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...
- 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...
- 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?
- 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.