Search found 582 matches
- Tue Jun 23, 2020 3:22 am
- Forum: Modding interface requests
- Topic: Control over decorative removal on entity placement
- Replies: 2
- Views: 861
Re: Control over decorative removal on entity placement
As in always or just during creating? I can add a prototype property that disables it, but I don't know if that's what you want. Personally I care about always preserving decoratives if possible, but I was here asking specifically about a way to avoid the usual "remove decoratives around the p...
- Sat Jun 20, 2020 11:35 pm
- Forum: Minor issues
- Topic: LuaGameScriptame.take_technology_screenshot fails silently, with no feedback
- Replies: 2
- Views: 1157
LuaGameScriptame.take_technology_screenshot fails silently, with no feedback
After a short discussion on the Factorio discord, I was trying to take a screenshot of my technologies, and my command was not doing anything, despite multiple others running it fine. It took about 10 minutes of screwing around to realize that it was writing an error into the log (file too big) but ...
- Fri Jun 19, 2020 5:29 pm
- Forum: News
- Topic: Friday Facts #352 - New website
- Replies: 83
- Views: 39310
Re: Friday Facts #352 - New website
Looks great. Just please, please, for the love of all that you hold dear, DO NOT change the forums to one of those infinite scrolling layouts. You can't search, you can't link. It's a nightmare. I can't even comprehend why they became so popular. Just no, please. Seconding this, infinite scrolling ...
- Fri Jun 19, 2020 4:33 pm
- Forum: News
- Topic: Friday Facts #352 - New website
- Replies: 83
- Views: 39310
Re: Friday Facts #352 - New website
One concern I have is that some of the images you show imply the new design is going to be a lot more "dark theme" (ie very bright text on very dark background) than the current design, which (FFF pages aside) is currently mostly "bright text on middle gray" or "middle gray ...
- Wed Jun 17, 2020 11:06 pm
- Forum: Reika's Mods
- Topic: TreePlant - A green thumb (inserter?)
- Replies: 8
- Views: 6034
Re: TreePlant - A green thumb (inserter?)
Sorry to not post this on Git (I don't have an account and don't want to make one right now). The mod worked fine and then I changed the settings. IIRC, I unchecked every setting except "tree-pollution-repair". After the forced restart, this error occured: Failed to load mods: Error while...
- Wed Jun 17, 2020 11:04 pm
- Forum: Reika's Mods
- Topic: DewPointAggregator - This or a train full of water
- Replies: 2
- Views: 2835
Re: DewPointAggregator - This or a train full of water
Please get a time and do some changelog then. I think people don't want to use unknown black box with unknown changes. And people don't want to download two nearest versions and parsing files for find all changes. Best regards. What are you talking about? This mod has never undergone substantial ch...
- Wed Jun 17, 2020 11:03 pm
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 25188
Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Hi everyone ! I had a problem with a gas-powered boiler that was not working, if that can help me I put the links of the discussion which allowed me to solve this problem :) https://steamcommunity.com/app/427520/discussions/0/2524779067017818229/ Fel is right as to the root cause but completely wro...
- Wed Jun 17, 2020 3:47 pm
- Forum: Ideas and Suggestions
- Topic: Restore "planned fluid" alt-view overlay for pipes removed with 0.18.32
- Replies: 5
- Views: 1921
Re: Restore "planned fluid" alt-view overlay for pipes removed with 0.18.32
What is that big ol' jet turbine lookin' thingy? The just above the rightmost building at the bottom... a refinery I think it is. Never seen that one before, is it a new pump? A re-designed turbine? That is a NauvisDay pollution fan, to help disperse the pollution the refineries generate; It is not...
- Wed Jun 17, 2020 2:59 am
- Forum: Ideas and Suggestions
- Topic: Restore "planned fluid" alt-view overlay for pipes removed with 0.18.32
- Replies: 5
- Views: 1921
Re: Restore "planned fluid" alt-view overlay for pipes removed with 0.18.32
Since some fluids can go into the same fluid system now, how is this suggested feature supposed to handle conflicting pipe connections? The simplest to implement would probably be a naive flood-fill approach, that is, fluid type propagates until it reaches a pipe segment already marked with some ot...
- Wed Jun 17, 2020 1:29 am
- Forum: Not a bug
- Topic: No fluids have "fuel_value" tag, even ones that should be burnable
- Replies: 1
- Views: 575
No fluids have "fuel_value" tag, even ones that should be burnable
This means that any mod that wants to allow a fluid power source, running off, say, the oil products, needs to impose such a value itself. This soon results in a mess of six mods assigning 12 conflicting values to four fluids. Sure, the result of that is still burnable, but five of those mods end up...
- Wed Jun 17, 2020 1:22 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 74348
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I just had a pretty unpleasant surprise with the new fluid system: we lost the "pipe will have X fluid" overlays, which means that planning complex systems just got a lot harder and more annoying: viewtopic.php?f=28&t=86029&p=498962#p498962
- Wed Jun 17, 2020 1:07 am
- Forum: Ideas and Suggestions
- Topic: Restore "planned fluid" alt-view overlay for pipes removed with 0.18.32
- Replies: 5
- Views: 1921
Restore "planned fluid" alt-view overlay for pipes removed with 0.18.32
With the "reduced" version of the fluid mixing prevention system in 0.18.32, it appears we also lost the "marker overlay" that showed what fluid would go into each pipe. This makes some amount of sense, but that was actually a really nice tool for keeping complex piping systems r...
- Wed Jun 17, 2020 12:06 am
- Forum: Implemented mod requests
- Topic: "On fluidbox flushed" event to fix fluid void exploits
- Replies: 3
- Views: 1604
"On fluidbox flushed" event to fix fluid void exploits
This one is kind of a massive thing for me. Flushing fluidboxes is all well and good, but now that a player can choose to void large amounts of fluid at will, it creates a serious exploit in one of my mods. Basically, NauvisDay adds pollution management, a big part of which is dealing with the liqui...
- Sun Jun 14, 2020 8:33 pm
- Forum: Modding interface requests
- Topic: Control over decorative removal on entity placement
- Replies: 2
- Views: 861
Control over decorative removal on entity placement
I thought I asked this before, but I could not find it in my history, so I will ask it now: Some way to control how or if entity - not tile - placement removes decoratives, so that we could, for example, make placing entities not remove any decoratives. Regenning them after the fact is expensive and...
- Sun Jun 14, 2020 6:53 pm
- Forum: Already exists
- Topic: Add pollution statistics to LuaForce
- Replies: 2
- Views: 1682
Re: Add pollution statistics to LuaForce
OK, then a minor tweak to the docs page, to put it with its "siblings", would be a good idea.Rseding91 wrote: ↑Sun Jun 14, 2020 5:46 amThat already exists: https://lua-api.factorio.com/latest/Lua ... statistics
- Sun Jun 14, 2020 3:31 am
- Forum: Already exists
- Topic: Add pollution statistics to LuaForce
- Replies: 2
- Views: 1682
Add pollution statistics to LuaForce
Basically lua access to the pollution tab of the statistics GUI, the way the other tabs have it (item production, fluid production, kills, etc).
- Fri Jun 12, 2020 7:30 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 74348
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
The new beacon is definitely much better; how will it handle modded beacons with more than two slots? Also, I support this: 1. Most of the beacon being near ground level immediately and intuitively makes me think I can run over it. So imo the collision box (or what is it called in data?) should be r...
- Fri Jun 12, 2020 3:10 pm
- Forum: Resolved Problems and Bugs
- Topic: Objects created during "normal" command (ie commands.add_command, not /c) are not "owned" by that mod
- Replies: 1
- Views: 565
Objects created during "normal" command (ie commands.add_command, not /c) are not "owned" by that mod
I noticed it with LuaRendering objects, but there are probably others. If you try and remove objects owned by a given mod, eg rendering.clear(modname), it will not remove ones added by commands that mod owns. It will remove ones spawned by the same code, but with the root caller being some event or ...
- Fri Jun 12, 2020 3:39 am
- Forum: Implemented mod requests
- Topic: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal
- Replies: 18
- Views: 4584
Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal
So this is a bit complex to explain but simple in concept. I have a save which had the FPS suddenly (in the span of a couple hours, with no major changes to the map) go from 60 to 45. Most of that seemed to be spent on "render preparation" (the first of the three "preparation" en...
- Wed Jun 10, 2020 3:59 pm
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 25188