Search found 430 matches

by Xorimuth
Thu Apr 07, 2022 1:47 am
Forum: Ideas and Suggestions
Topic: Search installed mods by author (in game)
Replies: 1
Views: 187

Search installed mods by author (in game)

You can search the 'install' (all mods) tab by author name, but not the 'manage' (installed mods) tab :(

I just want to be able to check that I've got all of Raiguard's mods enabled... 8-)

Perhaps this could even be considered to be a bug?
by Xorimuth
Thu Apr 07, 2022 1:09 am
Forum: Bug Reports
Topic: [1.1.53] Game to Continue not updated by Save
Replies: 1
Views: 381

Re: [1.1.53] Game to Continue not updated by Save

This same bug has been bothering me for quite some time (on macOS): Load 'game1' Save game as name 'game2' Play a bit more Save game again, the suggested name is 'game1' instead of the expected 'game2' This bit is definitely a bug. I think that the Continue problems mentioned are just a symptom of s...
by Xorimuth
Sun Apr 03, 2022 12:17 am
Forum: Modding interface requests
Topic: Allow items and fluids in a selector
Replies: 5
Views: 851

Re: Allow items and fluids in a selector

+1

This would be useful for my Factory Search mod in which users need to be able to search both items and fluids, but the signals are meaningless.

Edit: it now supports signals so they aren't meaningless!
by Xorimuth
Sat Apr 02, 2022 11:48 pm
Forum: Ideas and Requests For Mods
Topic: Mod Request: Railroad crossing block
Replies: 10
Views: 1321

Re: Mod Request: Railroad crossing block

Hey, if that's the only way to do it then go ahead and do it. Publish it and I'll download it! Alternatively, make it once, save it to your blueprint library, and don't worry about it. I wouldn't be able to figure out how! And if I was able to, I wouldn't have posted it here! Can I get some step-by...
by Xorimuth
Fri Apr 01, 2022 11:18 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 243
Views: 27622

Re: Small documentation improvement requests

https://lua-api.factorio.com/latest/LuaStyle.html#LuaStyle.horizontal_spacing LuaHorizontalFlow should be LuaHorizontalFlowStyle? Also why can't this be used on a frame :( -> It should be, thanks, fixed for the next release. As for your question, that's how it works unfortunately, you can make an i...
by Xorimuth
Thu Mar 31, 2022 4:58 pm
Forum: Modding interface requests
Topic: Event request: on_recipe_changed
Replies: 18
Views: 2514

Re: Event request: on_recipe_changed

I'd also be interested in seeing this implemented, although the work-arounds suggested seem quite comprehensive. So the main thing I've found impossible/very hacky to deal with is using blueprints on already-built assemblers to change their recipe. This only raises on_pre_built, which doesn't have ...
by Xorimuth
Thu Mar 31, 2022 11:50 am
Forum: Modding interface requests
Topic: Event request: on_recipe_changed
Replies: 18
Views: 2514

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: 64
Views: 8397

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: 675

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: 443

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/Spidertro ... d8c1b7b314
by Xorimuth
Sat Mar 05, 2022 6:38 pm
Forum: Modding help
Topic: Modpack Dependency Help
Replies: 6
Views: 563

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: 195
Views: 51003

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 tips&tricks and shortcut bar more resilient to mod loading and unloading
Replies: 8
Views: 561

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: 612

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 tips&tricks and shortcut bar more resilient to mod loading and unloading
Replies: 8
Views: 561

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

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 (or you just type `/unlock-tips` to dismiss them all). You look...
by Xorimuth
Fri Jan 21, 2022 1:34 am
Forum: Implemented mod requests
Topic: LuaEntityPrototype.height (for spidertrons)
Replies: 1
Views: 282

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: Modding interface requests
Topic: Small documentation improvement requests
Replies: 243
Views: 27622

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: 1363

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: 325

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.

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