Search found 587 matches

by slippycheeze
Sun May 31, 2020 5:35 pm
Forum: Technical Help
Topic: Mod manager freezing with: fullscreen, HDR/SDR switching, multiple monitors.
Replies: 8
Views: 921

Mod manager freezing with: fullscreen, HDR/SDR switching, multiple monitors.

G'day. This is probably going to be a pain to explain or reproduce, but: Factorio will sometimes freeze -- or take > 30 seconds to respond -- when: [ol] [li] I have Factorio open fullscreen on one monitor, and [li] I have the "mod" management GUI (install/remove) open, and [li] I move the ...
by slippycheeze
Sun May 31, 2020 5:25 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.27] Low contrast for circuit signal icons
Replies: 13
Views: 1885

Re: [0.18.27] Low contrast for circuit signal icons

I just came back from stopping Factorio in 0.17 just after the oil rework to 0.18 with the new icons landing the same week. It took me a long time to find the "each" signal, partly because a mod added more signals above it, and partly because the new style made it look... not like a specia...
by slippycheeze
Sun May 31, 2020 5:19 pm
Forum: Modding discussion
Topic: Dependencies revisited
Replies: 5
Views: 299

Re: Dependencies revisited

The nicest feature of any package manager is "auto-remove unneeded dependencies" -- if the user didn't explicitly choose to install something, but it came as a dependency, offer to remove it when the "mods depending on this" could hits zero. Full-fledged package managers also ha...
by slippycheeze
Sun May 31, 2020 4:57 pm
Forum: Ideas and Requests For Mods
Topic: Request: split out logistic and circuit network recipes into separate crafting tabs
Replies: 3
Views: 444

Request: split out logistic and circuit network recipes into separate crafting tabs

I asked about this in discord, but nobody knew of an answer. I'm a little frustrated by the logistic tab in crafting recipes including things that -- to my mind -- shouldn't be there. That includes circuit network combinators, concrete/landfill, and vehicles. There are some mods that solve parts of ...
by slippycheeze
Sun May 31, 2020 4:10 pm
Forum: Modding discussion
Topic: Event handler
Replies: 4
Views: 355

Re: Event handler

Klonan wrote:
Mon May 11, 2020 2:22 pm
darkfrei wrote:
Mon May 11, 2020 12:32 pm
Is it the same as event register? viewtopic.php?f=34&t=49186
I don't know, I have never used that system
Same spirit, slightly different implementation, but only vaguely.
by slippycheeze
Sun May 31, 2020 4:06 pm
Forum: Modding discussion
Topic: Multiple versions of mods on disk, some-but-not-all offer a choice of version?
Replies: 1
Views: 217

Multiple versions of mods on disk, some-but-not-all offer a choice of version?

Factorio is keeping all the versions of mods I download, which is very nice. When an update came with a new feature with a game crashing bug it was easy to back out to the version before it was added. My first stop when I hit that was the "mods" screen, because I remembered the "activ...
by slippycheeze
Sun May 31, 2020 3:55 pm
Forum: Modding discussion
Topic: [1.0.1+] Order of the Mods installed
Replies: 6
Views: 851

Re: Buttons Database

Conflicting Shortcut keys in mod. on conflicting mods super seceding each other Conflicting by default, as in "both use 'T'", or conflicting as in crashy? Anyway, manually reordering mods would let players solve this, but it is the worst possible way in my experience. Some sort of indicat...
by slippycheeze
Sun May 31, 2020 3:52 pm
Forum: Modding discussion
Topic: Dependencies revisited
Replies: 5
Views: 299

Re: Dependencies revisited

Seeing which mods depend on yours would help a lot in testing libraries, or simply check how the library is used by authors not part of the library development team. The nicest feature of any package manager is "auto-remove unneeded dependencies" -- if the user didn't explicitly choose to...
by slippycheeze
Sun May 31, 2020 3:46 pm
Forum: Modding discussion
Topic: Fixing data stage spam
Replies: 39
Views: 3753

Re: Fixing data stage spam

Ever since log() was made available during the data stage in Factorio modding mods have been spamming log files. It's so bad that log files end up 10s of thousands of lines adding up to several megabytes worth of useless nothing. Another plan (by Bilka): record everything sent through log() during ...
by slippycheeze
Tue May 26, 2020 7:15 pm
Forum: Mods
Topic: [MOD 0.13] Progressive running
Replies: 50
Views: 13717

Re: [MOD 0.13] Progressive running

First open the mod zip file and extract the control.lua and info.json files somewhere. [...] Put the files back into the zipfile and overwrite if asked then close the zipfile, once finished change the zip filename from "ProgressiveRunning_1.0.17" to "ProgressiveRunning_1.0.18" Y...
by slippycheeze
Mon Sep 09, 2019 6:01 pm
Forum: Modding help
Topic: Solved - Is it possible to have 1 reactor entity have a different heat output based on fuel type?
Replies: 2
Views: 302

Re: Is it possible to have 1 reactor entity have a different heat output based on fuel type?

title. As you will see in https://wiki.factorio.com/Prototype/Reactor the reactor prototype has one EnergySource and one HeatBuffer. The EnergySource does not have any option beyond efficiency applied to all fuels: https://wiki.factorio.com/Types/EnergySource#effectivity The HeatBuffer has only one...
by slippycheeze
Mon Sep 09, 2019 5:56 pm
Forum: Modding help
Topic: Speed up custom map generation
Replies: 16
Views: 1631

Re: Speed up custom map generation

I'll give it a try. But in order to achieve the result shown in my pictures, I'd have to do some basic vector calculations. Is it possible to get the x and y component of the distance to the next spot? Generation is independently evaluating each point, so far as I understand, so I don't believe thi...
by slippycheeze
Mon Sep 09, 2019 5:43 pm
Forum: Modding interface requests
Topic: Allow for penalty change in modded rail signal
Replies: 3
Views: 627

Re: Allow for penalty change in modded rail signal

can the penalty for route calculation of the rail path finder (when a rail signal is set to red by the circuit network) please be manually modified for modded rail signals? Currently it is 1000 (if I interpret the wiki correctly). Alternatively, please add the option to put a rail signal in a state...
by slippycheeze
Mon Sep 09, 2019 5:38 pm
Forum: Modding interface requests
Topic: Show mod license.txt ingame.
Replies: 15
Views: 1602

Re: Show mod license.txt ingame.

Why? There's currently no way to see (or read) the license of a mod inside the game, but with the great improvements made to the in-game menu (thank you very much) many people probably don't even look at the portal website that often anymore. Furthermore some people might not even be aware that mod...
by slippycheeze
Mon Sep 09, 2019 5:26 pm
Forum: Modding help
Topic: Saving entity data in blueprint but not showing signals in alt-view
Replies: 7
Views: 691

Re: Saving entity data in blueprint but not showing signals in alt-view

I need to store some data with an entity across blueprints. The solution seems to be to encode this as signals in a constant combinator. But then the alt-view will show the signals which I would rather avoid. Can I turn the alt-view off for my custom constant-combinator in the prototype or somethin...
by slippycheeze
Fri Sep 06, 2019 6:11 pm
Forum: Ideas and Requests For Mods
Topic: Is there a mod to prevent inserters from chasing items?
Replies: 2
Views: 456

Re: Is there a mod to prevent inserters from chasing items?

In the Friday Facts #309 , one of the controversial opinions presented was that "Inserters should not chase items". I am interested in trying the game with no-chase behavior; I think it would be fun to explore the implications. Is it possible for a mod to suppress (or to simulate the supp...
by slippycheeze
Thu Sep 05, 2019 6:04 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 188592

Re: [MOD 0.17+] Industrial Revolution (WIP)

NickKsh wrote:
Mon Sep 02, 2019 1:21 pm
PTTG wrote:
Sat Aug 31, 2019 8:36 am
Just checking, but by "early September," you do mean September 1st, right?
The year wasn't specified :D
We live in the september that never ended anyhow, so .... could be any time, really.
by slippycheeze
Thu Sep 05, 2019 5:55 pm
Forum: Modding help
Topic: Speed up custom map generation
Replies: 16
Views: 1631

Re: Speed up custom map generation

Do what darkfrei said, spread your work over time. Chunk generation by it's very nature is already somewhat spread over time. If you spread it any further you risk having the player run against a black wall. Modded minecraft is very prone to this - you frequenty stand next to an empty chunk and hav...
by slippycheeze
Wed Sep 04, 2019 6:50 pm
Forum: Modding help
Topic: Saving entity data in blueprint but not showing signals in alt-view
Replies: 7
Views: 691

Re: Saving entity data in blueprint but not showing signals in alt-view

I need to store some data with an entity across blueprints. The solution seems to be to encode this as signals in a constant combinator. But then the alt-view will show the signals which I would rather avoid. Can I turn the alt-view off for my custom constant-combinator in the prototype or somethin...
by slippycheeze
Wed Sep 04, 2019 6:48 pm
Forum: Modding help
Topic: Speed up custom map generation
Replies: 16
Views: 1631

Re: Speed up custom map generation

No, you can't parrallize, most of the game - including the lua state - runs single-threaded. ...and this isn't gonna change, either: even if you can get it right and be absolutely deterministic in parallel work, fabsemcfunk, other people won't get it right, and that'd cause desync in multiplayer --...

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