Search found 569 matches

by robot256
Sat Sep 05, 2020 2:04 pm
Forum: Modding interface requests
Topic: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
Replies: 10
Views: 1650

Re: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies

The only real problem it would solve is cases where Mod A requires Mod B to function, neither Mod A nor Mod B are being maintained, and Mod A has a restrictive license attached that prevents it from being re-released with a new dependency. I've seen a decent amount of unpleasantness traded when peo...
by robot256
Sat Sep 05, 2020 1:04 am
Forum: Modding interface requests
Topic: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
Replies: 10
Views: 1650

Re: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies

Interesting idea. As an alternative in your case at least, you could set both mods as conditional dependencies and use a script in the data stage to check that one of them is installed. You can throw a custom error message during loading if the correct one is not found. For the case of "imperso...
by robot256
Thu Sep 03, 2020 12:37 pm
Forum: Modding help
Topic: Adding Features to The Game
Replies: 2
Views: 504

Re: Adding Features to The Game

I suggest you take a look at the huge variety of existing mods--nearly anything is possible! Just about any stat or entity can be altered. But some things cause major performance problems when done in LUA mods, or cause conflicts with other mods, so they are discouraged. The modding tutorials and Lu...
by robot256
Thu Sep 03, 2020 12:31 pm
Forum: Modding help
Topic: Train restriction
Replies: 2
Views: 720

Re: Train restriction

Right, the only way is for script to perform the check every time an entity is placed to ensure it matches, and delete it otherwise.
by robot256
Sun Aug 30, 2020 8:08 pm
Forum: Gameplay Help
Topic: Circuit / Crate Supply all in one place?
Replies: 15
Views: 2340

Re: Circuit / Crate Supply all in one place?

Thanks everyone! I had this thought this morning, that I needed to replace all my passive chests with active provider chests. Still new to the game. This will work great. Just make sure there is enough space in the central storage chest bank, and that the inserters removing items from the assembler...
by robot256
Sun Aug 30, 2020 2:55 am
Forum: Ideas and Suggestions
Topic: Filters for categories instead of specific items
Replies: 3
Views: 659

Re: Filters for categories instead of specific items

They said "when filtering an inserter or cargo wagon", hence my answer. You can even have several constant combinators with different "groups" configured and manually enable and disable them to change what you get. But for personal logistics? To request 100 of each type of power ...
by robot256
Sun Aug 30, 2020 12:32 am
Forum: Gameplay Help
Topic: Circuit / Crate Supply all in one place?
Replies: 15
Views: 2340

Re: Circuit / Crate Supply all in one place?

I think trick you are looking is fast-replacing a storage chest (or any chest) with an active provider chest. This will make bots immediately try to empty it and put its contents somewhere else. If you have already set up a nice central bank of filtered storage chests, they will sort everything into...
by robot256
Sat Aug 29, 2020 11:12 pm
Forum: Ideas and Suggestions
Topic: Filters for categories instead of specific items
Replies: 3
Views: 659

Re: Filters for categories instead of specific items

Install any mods and you will find that the organization of items in the crafting window is basically arbitrary and changes without notice. There are three levels of sorting to arrange the icons (tab, group, and sorting string) but so far I don't think anyone has used them to alter game mechanics. T...
by robot256
Sat Aug 29, 2020 4:31 pm
Forum: Modding help
Topic: [Solved] Is migrating startup settings impossible?
Replies: 10
Views: 1514

Re: Is migrating startup settings impossible?

Bilka wrote:
Sat Aug 29, 2020 2:56 pm
Json migrations indeed do not work for mod settings.
But it does actually work for runtime-global settings. It shows up in the migration results dialog after loading a game and preserves the value in the save file.
by robot256
Sat Aug 29, 2020 2:51 pm
Forum: Modding help
Topic: [Solved] Is migrating startup settings impossible?
Replies: 10
Views: 1514

Re: Is migrating startup settings impossible?

We've both thoroughly tested all the known API methods and proven it's impossible (I tried JSON and LUA just now). You're asking if there is a magic undocumented back-channel that does something the documentation implies should be covered by JSON. Factorio is joyfully devoid of entirely undocumented...
by robot256
Fri Aug 28, 2020 9:30 pm
Forum: Modding help
Topic: [Solved] Is migrating startup settings impossible?
Replies: 10
Views: 1514

Re: Is migrating startup settings impossible?

Ah. That's a tough one, and it's a complicated matter for the game engine because the migration would also have to be applied when deciding whether to synchronize startup settings before loading a save or joining a game. I can't follow that logic. Startup settings are evaluate exactly once at the e...
by robot256
Fri Aug 28, 2020 8:37 pm
Forum: Modding help
Topic: [Solved] Is migrating startup settings impossible?
Replies: 10
Views: 1514

Re: Is migrating startup settings impossible?

I want to change the setting prototype name but keep the current values because the user might have changed them. Ah. That's a tough one, and it's a complicated matter for the game engine because the migration would also have to be applied when deciding whether to synchronize startup settings befor...
by robot256
Fri Aug 28, 2020 5:27 pm
Forum: Modding help
Topic: [Solved] Is migrating startup settings impossible?
Replies: 10
Views: 1514

Re: Is migrating startup settings impossible?

What are you changing that has to be migrated? When I use startup settings, they are only referenced in my own code so making the new version of my mod self-consistent is enough.
by robot256
Fri Aug 28, 2020 4:50 pm
Forum: Modding help
Topic: How to detect whether character's vehicle fired single shot?
Replies: 1
Views: 587

Re: How to detect whether character's vehicle fired single shot?

That tank looks hilarious! Nice job. This doesn't really answer your question, but in many cases when mods want to mix the abilities of two entities (in this car and artillery turret), they make non-colliding or invisible version of one and teleport it to stay with the rest of the compound entity. T...
by robot256
Fri Aug 28, 2020 3:32 pm
Forum: Technical Help
Topic: Removing old offline players stuff
Replies: 2
Views: 614

Re: Removing old offline players stuff

Or, you know, use them to test out your artillery and nukes 8-)
by robot256
Fri Aug 28, 2020 2:24 pm
Forum: Gameplay Help
Topic: Trains I cant figure out signals and chai signals
Replies: 51
Views: 7038

Re: Trains I cant figure out signals and chai signals

guys hovering over the track and pressing ctrl worked, there was one piece of track broken or something so I repaired it and now I use only rail signals for now.... with CTRL and hover is easy to find where the problem is....I think I understand now.... only need to figure out chain signal....cause...
by robot256
Fri Aug 28, 2020 12:37 am
Forum: Gameplay Help
Topic: Trains I cant figure out signals and chai signals
Replies: 51
Views: 7038

Re: Trains I cant figure out signals and chai signals

factoriobiker wrote:
Thu Aug 27, 2020 11:24 pm
sorry for thatit was Korean zombie movie....
:o :D
by robot256
Thu Aug 27, 2020 11:22 pm
Forum: Gameplay Help
Topic: Trains I cant figure out signals and chai signals
Replies: 51
Views: 7038

Re: Trains I cant figure out signals and chai signals

I tried again...no path again, i put signals no path, I remove each signal trains run but collide..... https://pasteboard.co/JomrA2b.png This is the first game ever I cant figure it out....it shoudl be easier.... The path is incorrect somewhere not shown in that screenshot. If you post pictures of ...
by robot256
Tue Aug 25, 2020 10:15 pm
Forum: Gameplay Help
Topic: Trains I cant figure out signals and chai signals
Replies: 51
Views: 7038

Re: Trains I cant figure out signals and chai signals

this is what happened I only use chainsignals now and both trains are stuck https://pasteboard.co/Jo0FlH6.png Those two trains are blocked by a third somewhere off screen. Or potentially by each other if there is a turn around off screen and they each want to go to the other mine. But from the mini...
by robot256
Tue Aug 25, 2020 10:06 pm
Forum: Gameplay Help
Topic: Trains I cant figure out signals and chai signals
Replies: 51
Views: 7038

Re: Trains I cant figure out signals and chai signals

In your last screenshot, the train on the middle track is stuck because of a "No path" error, not because of a red signal. This is usually caused by a signal on the wrong side of the track farther down the line, but also could be because of disconnected track. You're so close! Trust me, it...

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