Search found 356 matches

by PyroFire
Sun Dec 22, 2019 7:35 am
Forum: Outdated/Not implemented
Topic: Rotate objects on belts
Replies: 7
Views: 2646

Re: Rotate objects on belts

Elyviere wrote:
Sun Dec 22, 2019 5:45 am
However, on a real life belt
Meanwhile, on a real life belt...

https://www.youtube.com/watch?v=tqLYhhV7u7Y


That being said, i think this suggestion would add a bit more flavor to belts.
by PyroFire
Sun Dec 22, 2019 6:38 am
Forum: Modding help
Topic: Question about Noise Expressions and autoplacing new tiles
Replies: 7
Views: 2308

Re: Question about Noise Expressions and autoplacing new tiles

That way I can remove these properties from specific surfaces and make sure to set "default_enable_all_autoplace_controls" to false. This is not neccessarily a good way to setup your map gen settings. This will prevent any undefined autoplace controls from spawning (e.g. iron-ore), and wi...
by PyroFire
Sat Dec 21, 2019 2:34 am
Forum: Logistic Train Network
Topic: Items not in Network but not even requested
Replies: 3
Views: 1672

Re: Items not in Network but not even requested

More information needed.

- Any other mods installed?
- Copy of the save
- Steps to reproduce
by PyroFire
Fri Dec 20, 2019 9:43 am
Forum: Modding help
Topic: Question about Noise Expressions and autoplacing new tiles
Replies: 7
Views: 2308

Re: Question about Noise Expressions and autoplacing new tiles

No matter what you do with noise expressions, you cannot restrict your autoplacements to a specific surface. You can only do that during the control stage, and careful manipulation of the map_gen_settings. I have several mods that relies on this very functionality. Particularly this one: https://mod...
by PyroFire
Thu Dec 19, 2019 4:40 pm
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 88
Views: 22861

Re: Breaking change/fix: script.raise_event rework - opinions wanted

Honktown wrote:
Thu Dec 19, 2019 4:21 pm
This kind of code is generable.
Rseding91 wrote:
Tue Nov 12, 2019 5:06 pm
Making sweeping changes that allow the 1% to continue to write bad mods makes no sense to me.
by PyroFire
Thu Dec 19, 2019 1:39 pm
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 88
Views: 22861

Re: Breaking change/fix: script.raise_event rework - opinions wanted

Considering the difficulty in coming up with use-cases for script.raise_event, it is reasonable to consider that any mod authors that are currently using it for its intended purpose (cross-mod compatability) are doing something very specific that was resorted to after some level of tinkering, and al...
by PyroFire
Thu Dec 19, 2019 1:17 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.79] Loaders' loader_type is not kept when blueprinted/revived
Replies: 1
Views: 2304

[posila][0.17.79] Loaders' loader_type is not kept when blueprinted/revived

Image

Image

The loader on the bottom doesn't keep its orientation.


Note: This ONLY happens if the player places the loader manually. It is not an issue if a construction robot builds it.
by PyroFire
Thu Dec 19, 2019 12:07 pm
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 88
Views: 22861

Re: Breaking change/fix: script.raise_event rework - opinions wanted

Unless that is not what the topic was, correct me. Correction: The more I think about it the more I think it just doesn't make sense to me for mods to really ever raise game events. -------------- damage has a useful function for it (not near the define at all of course), but what about movement? b...
by PyroFire
Thu Dec 19, 2019 9:32 am
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 88
Views: 22861

Re: Breaking change/fix: script.raise_event rework - opinions wanted

I read over the first page and skimmed the last page: It seems like it'd be simple enough to register a new event (is it a read-only table?). "registering new events" (custom events) is completely unrelated to this discussion. Mods can go looking in the defines to see if an event is avail...
by PyroFire
Wed Dec 18, 2019 5:38 am
Forum: Gameplay Help
Topic: Single side loading to underground belt
Replies: 2
Views: 1034

Re: Single side loading to underground belt

It only takes 2 stack inserters to get a fully compressed blue belt (one side). I see you've got 6 inserters there across the 3 trains per belt lane. Bit much? Thought i should point that out. Also this is normal and has nothing to do with whatever this "side blocking" thing you're talking...
by PyroFire
Wed Dec 18, 2019 5:33 am
Forum: Modding interface requests
Topic: game.write_to_clipboard
Replies: 10
Views: 3296

Re: game.write_to_clipboard

standardise export of data Though i like the convenience of putting stuff on clipboard, functionality to do this already exists. We do not need to re-invent the wheel. Use log(), e.g. log(serpent.block(global)) then get it from your log file. game.write_file is good too. There's your standardized e...
by PyroFire
Wed Dec 18, 2019 5:25 am
Forum: Questions, reviews and ratings
Topic: Train automation question
Replies: 2
Views: 1443

Re: Train automation question

Trains are not meant to be used en-masse. They're intended to be used for point to point transportation over long distances. You're better off building one large train station than a lot of small ones. So to answer your question, you can get more out of trains by using them less often, instead resor...
by PyroFire
Wed Dec 18, 2019 5:11 am
Forum: Technical Help
Topic: "research all" command
Replies: 2
Views: 1488

Re: "research all" command

/cheat or /c game.forces.player.research_all_technologies()
by PyroFire
Wed Dec 18, 2019 5:10 am
Forum: Mods
Topic: [0.17+] Stargate
Replies: 6
Views: 4090

Re: [0.17+] Stargate

Corndog106 wrote:
Tue Dec 17, 2019 11:20 pm
it's not showing up under any research
It's on the rocket silo research.
I can make its own research in future.
by PyroFire
Mon Dec 16, 2019 3:43 pm
Forum: Ideas and Suggestions
Topic: Cliff deconstruction is broken
Replies: 17
Views: 5569

Re: Cliff deconstruction is broken

elifyinght wrote:
Mon Dec 16, 2019 11:48 am
I don't really care how you fix it.
Put a deconstruction planner in your inventory then right click on it.
by PyroFire
Mon Dec 16, 2019 3:07 pm
Forum: Ideas and Suggestions
Topic: Working with trains is a pain in the..
Replies: 44
Views: 11751

Re: Working with trains is a pain in the..

Mrvn, what I still don’t understand: why do think a network ID would make things faster? This is related: https://forums.factorio.com/viewtopic.php?p=470179 The A* stuff is about how you would need to write a separate pathfinder thing to map and cache all the rails and stations that are touching wi...
by PyroFire
Mon Dec 16, 2019 1:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Train repaths in the middle of junction when an unconnected rail is placed.
Replies: 4
Views: 1720

Re: [0.17.79] Train repaths in the middle of junction when an unconnected rail is placed.

After looking into it more I think it should be resolved (in this exact case of building 1 unconnected rail). Building multiple rails that end up with multiple connections still causes the issue because the logic isn't sure if it just connected 2 complete different sets of rails. this is related: h...
by PyroFire
Mon Dec 16, 2019 8:13 am
Forum: Modding help
Topic: Possible collision with character bonuses being changed
Replies: 3
Views: 822

Re: Possible collision with character bonuses being changed

1. please post minimum setup for the conflict to happen along with steps to reproduce the issue (links to mods go a very long way here) 2. It's caused by Mod A doing .bonus=what_i_think_bonus_should_be+1 then later on, Mod B doing .bonus=no_its_what_i_think_bonus_should_be+10. Neither mod is necessa...
by PyroFire
Sun Dec 15, 2019 7:28 pm
Forum: Modding help
Topic: Loader that changes items and counts?
Replies: 3
Views: 806

Re: Loader that changes items and counts?

basically until you can answer these: "how do you get a mixed belt running smoothly with items on it that you aren't using?", "what makes this different from a market mod where you just "sell" an item into a global inventory and "buy" it back elsewhere, eliminating...

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