Search found 587 matches
- Sun May 31, 2020 5:35 pm
- Forum: Technical Help
- Topic: Mod manager freezing with: fullscreen, HDR/SDR switching, multiple monitors.
- Replies: 8
- Views: 2867
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 ...
- 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: 4912
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...
- Sun May 31, 2020 5:19 pm
- Forum: Modding discussion
- Topic: Dependencies revisited
- Replies: 8
- Views: 1474
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...
- 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: 1606
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 ...
- Sun May 31, 2020 4:10 pm
- Forum: Modding discussion
- Topic: Event handler
- Replies: 4
- Views: 1309
Re: Event handler
Same spirit, slightly different implementation, but only vaguely.Klonan wrote: ↑Mon May 11, 2020 2:22 pmI don't know, I have never used that systemdarkfrei wrote: ↑Mon May 11, 2020 12:32 pmIs it the same as event register? viewtopic.php?f=34&t=49186
- 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: 716
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...
- Sun May 31, 2020 3:55 pm
- Forum: Modding discussion
- Topic: [1.0.1+] Order of the Mods installed
- Replies: 6
- Views: 2198
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...
- Sun May 31, 2020 3:52 pm
- Forum: Modding discussion
- Topic: Dependencies revisited
- Replies: 8
- Views: 1474
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...
- Sun May 31, 2020 3:46 pm
- Forum: Modding discussion
- Topic: Fixing data stage spam
- Replies: 39
- Views: 10215
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 ...
- Tue May 26, 2020 7:15 pm
- Forum: Mods
- Topic: [MOD 0.13] Progressive running
- Replies: 50
- Views: 22864
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...
- 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: 723
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...
- Mon Sep 09, 2019 5:56 pm
- Forum: Modding help
- Topic: Speed up custom map generation
- Replies: 16
- Views: 4226
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...
- Mon Sep 09, 2019 5:43 pm
- Forum: Modding interface requests
- Topic: Allow for penalty change in modded rail signal
- Replies: 3
- Views: 1636
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...
- Mon Sep 09, 2019 5:38 pm
- Forum: Modding interface requests
- Topic: Show mod license.txt ingame.
- Replies: 15
- Views: 3842
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...
- 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: 1565
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...
- 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: 1132
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...
- Thu Sep 05, 2019 6:04 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 357319
Re: [MOD 0.17+] Industrial Revolution (WIP)
We live in the september that never ended anyhow, so .... could be any time, really.
- Thu Sep 05, 2019 5:55 pm
- Forum: Modding help
- Topic: Speed up custom map generation
- Replies: 16
- Views: 4226
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...
- 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: 1565
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...
- Wed Sep 04, 2019 6:48 pm
- Forum: Modding help
- Topic: Speed up custom map generation
- Replies: 16
- Views: 4226
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 --...