Search found 549 matches
- Wed Feb 14, 2018 12:57 am
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 46461
Re: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
I have an stdlib question. If I wanted to hack on stdlib -- or just consume it in a fairly invasive way -- which branch of your git repo would you recommend I use as my upstream as of now (20180213)? For now I'm on top of data-library since I know whenever I call something "wip" in my own ...
- Tue Feb 13, 2018 2:11 am
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 46461
Re: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Looks like they disabled _G.require in callbacks, breaking the console module. (And my heart, since I really wanted to do lazy loading )
- Mon Feb 12, 2018 3:08 am
- Forum: Ideas and Suggestions
- Topic: Separate signals to/from red and green wires
- Replies: 70
- Views: 20168
Re: Red/Green/Both Signals
and also read requester chest on green and set the request number on red. +1 on separate read/write channels. I'm trying to do something at the moment where I'm filtering the signal to set the filter of an inserter based on what the other inserters in the line have in their hands. i.e. filter signa...
- Sun Feb 11, 2018 2:43 am
- Forum: Ideas and Suggestions
- Topic: Blocking a lane on a belt
- Replies: 14
- Views: 7205
Re: Blocking a lane on a belt
I'm not sure but I believe the underground belt trick counts as side-loading and therefore can't support full throughput. Could definitely be wrong (plus obviously the usual work-arounds apply). side loading on an empty belt still works fine. including undergrounds. empty_side_load_throughput.png A...
- Sun Feb 11, 2018 2:38 am
- Forum: Ideas and Suggestions
- Topic: Blocking a lane on a belt
- Replies: 14
- Views: 7205
Re: Blocking a lane on a belt
Same. I'm not sure but I believe the underground belt trick counts as side-loading and therefore can't support full throughput. Could definitely be wrong (plus obviously the usual work-arounds apply). If I understand what you're trying to say correctly, sideloading not supporting full throughput is...
- Sun Feb 11, 2018 12:46 am
- Forum: Ideas and Suggestions
- Topic: Blocking a lane on a belt
- Replies: 14
- Views: 7205
Re: Blocking a lane on a belt
I'm not sure but I believe the underground belt trick counts as side-loading and therefore can't support full throughput.
Could definitely be wrong (plus obviously the usual work-arounds apply).
Could definitely be wrong (plus obviously the usual work-arounds apply).
- Fri Feb 09, 2018 2:03 am
- Forum: Off topic
- Topic: When people call it a "mall" in factorio
- Replies: 3
- Views: 2648
Re: When people call it a "mall" in factorio
Holy shit, I will never be the same after seeing that.
- Thu Feb 08, 2018 3:07 pm
- Forum: Modding help
- Topic: configuration data of blueprinted entity
- Replies: 7
- Views: 1644
Re: configuration data of blueprinted entity
Don't know for 100% sure but I'd expect them to be limited to specific types.hreintke wrote:Are modules limited to specific types or did I miss something in the definition ?
- Thu Feb 08, 2018 5:34 am
- Forum: Modding help
- Topic: configuration data of blueprinted entity
- Replies: 7
- Views: 1644
Re: configuration data of blueprinted entity
This is causing me all sorts of pain too.... I think, based on crash-dump-spew-based evidence I happen to have stumbled across, that there is an interface in C++ that entities can override, as needed, to specialize their representation in blueprints. It's not hard to think of good reasons the devs m...
- Thu Feb 08, 2018 4:58 am
- Forum: Modding interface requests
- Topic: blueprint setup cancellation
- Replies: 8
- Views: 2019
Re: blueprint setup cancellation
Is there perhaps an "item" property? There is and there isn't. It's really strange. It depends on whether you are setting up(*) the blueprint for the first time, or reconfiguring the a blueprint that is already set up. In the former case, there is no item property. But the good news is th...
- Thu Feb 08, 2018 4:44 am
- Forum: Modding interface requests
- Topic: blueprint setup cancellation
- Replies: 8
- Views: 2019
Re: blueprint setup cancellation
Perhaps you can find something in "players[1].gui.children" or "players[1].gui.center.children" after the event triggers? Way ahead of you but I struck out there, they are all as empty as the soul of a medium biter (I found nothing in there but rage and chewed up transport belts...
- Thu Feb 08, 2018 1:18 am
- Forum: Modding interface requests
- Topic: blueprint setup cancellation
- Replies: 8
- Views: 2019
Re: blueprint setup cancellation
You could try registering the on_gui_opened and on_gui_closed events and print the event.element.name property to find the name of the blueprint configuration window, probably unique, then use that to determine whether they opened the blueprint window or some other window. That sounds like the kind...
- Wed Feb 07, 2018 10:58 pm
- Forum: Modding interface requests
- Topic: blueprint setup cancellation
- Replies: 8
- Views: 2019
Re: blueprint setup cancellation
on_player_setup_blueprint won't fire when a player opens a blueprint because they haven't setup a blueprint. They simply opened a new GUI - which fires the on_gui_opened event. Additionally when the player cancels a blueprint it will fire the on_gui_closed event. It seems I'm closer to knowing if t...
- Wed Feb 07, 2018 8:37 am
- Forum: Modding interface requests
- Topic: blueprint setup cancellation
- Replies: 8
- Views: 2019
Re: blueprint setup cancellation
on_player_setup_blueprint won't fire when a player opens a blueprint because they haven't setup a blueprint. They simply opened a new GUI - which fires the on_gui_opened event. Additionally when the player cancels a blueprint it will fire the on_gui_closed event. Ah, I was wondering if there might ...
- Wed Feb 07, 2018 2:36 am
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 153
- Views: 293673
Re: [photos] Factorio in real life
Real life is totally OP.
Just read through it for the first time; thread delivers!
Just read through it for the first time; thread delivers!
- Wed Feb 07, 2018 1:15 am
- Forum: Mods
- Topic: [0.15] Explosive Excavation & Bot Landfill
- Replies: 17
- Views: 9374
Re: [0.15] Explosive Excavation & Bot Landfill
In bot landfill there is some kind of conflict with creative mode mod, when trying to use the "create wand" to build tiles. I didn't try to understand the underlying problem (which is probably worth doing since it's hard to imagine a good reason for these events to be firing with nonstanda...
- Tue Feb 06, 2018 8:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.12] Still having requester problems
- Replies: 15
- Views: 6973
Re: [Rseding91] [0.16.12] Still having requester problems
Buffer chests do have a lower priority than requester chests - by design. Let me get this straight (and, if you guys ever write a manual for this game, put it in): if both a buffer chest and a requester chest request an item, and there are fewer of that available than both request in total, the buf...
- Tue Feb 06, 2018 11:39 am
- Forum: Modding interface requests
- Topic: blueprint setup cancellation
- Replies: 8
- Views: 2019
blueprint setup cancellation
I would like to know when the user is in the blueprint setup gui, and what blueprint they are tooling around with. Problem is there doesn't seem to be any way to know if they cancelled blueprint setup, or are still working on it. Another limitation in 0.16.22 is that when players enter the blueprint...
- Tue Feb 06, 2018 1:33 am
- Forum: Ideas and Suggestions
- Topic: Re-use blue print signature
- Replies: 12
- Views: 3821
Re: Re-use blue print signature
I do not know however, how it would work on servers... Do player vanish from the "real world"? Will he "Sleepwalking" over "real world", or just freeze? Can he be killed in editor? May few players edit one blueprint? Maybe, there should be some kind of building, where ...
- Mon Feb 05, 2018 11:38 pm
- Forum: Ideas and Suggestions
- Topic: Re-use blue print signature
- Replies: 12
- Views: 3821
Re: Re-use blue print signature
Furthermore, (still in ideal-world mode), the visual part of the GUI would employ a fully-featured factorio surface, effectively embedding a mini "creative mode" in the base-game. That last part is a pretty big ask though. It's already in the game in the form of tutorials. You have separa...