Search found 137 matches

by jarcionek
Fri May 03, 2019 1:41 pm
Forum: Modding help
Topic: How to make mod's action undoable?
Replies: 14
Views: 4233

Re: How to make mod's action undoable?

Deadlock989 wrote: Fri May 03, 2019 1:37 pm It must just be you then. Wonder why.
jarcionek wrote: Fri May 03, 2019 1:35 pm (...) I have also seen the same story for many of other people's requests.
At least I can read.
by jarcionek
Fri May 03, 2019 1:35 pm
Forum: Modding help
Topic: How to make mod's action undoable?
Replies: 14
Views: 4233

Re: How to make mod's action undoable?

Lucky you. 90% of requests I have made where either trashed or left with no response and I have also seen the same story for many of other people's requests.
by jarcionek
Thu May 02, 2019 11:17 pm
Forum: Modding help
Topic: How to make mod's action undoable?
Replies: 14
Views: 4233

Re: How to make mod's action undoable?

Not Recommended: 281.3 hrs last two weeks Then talks about how good it was in the past. Is this some sort of joke? Not sure if you've noticed, but the game is about automation. At certain point it plays on its own. But since you aren't going to I guess I'll write up the modding interface request. I...
by jarcionek
Thu May 02, 2019 10:27 pm
Forum: Modding help
Topic: How to make mod's action undoable?
Replies: 14
Views: 4233

Re: How to make mod's action undoable?

I am not talking about base. I am talking about mods that Wube developers write, e.g.: https://mods.factorio.com/user/Bilka https://steamcommunity.com/id/jarcionek/recommended/427520 Requesting anything from Wube developers is a waste of time. They will either implement something because they want/n...
by jarcionek
Thu May 02, 2019 10:12 pm
Forum: Modding help
Topic: How to make mod's action undoable?
Replies: 14
Views: 4233

Re: How to make mod's action undoable?

Nope. Waste of time. They won't do it anyway. At least not until one of them needs that for their mod, in which case they won't need my request.
by jarcionek
Thu May 02, 2019 9:46 pm
Forum: Modding help
Topic: How to make mod's action undoable?
Replies: 14
Views: 4233

Re: How to make mod's action undoable?

I haven't found a solution, neither did I few other modders who received such requests for their mods. I haven't raised a modding interface request.
by jarcionek
Mon Apr 29, 2019 11:32 am
Forum: Not a bug
Topic: [0.17.34] Train's path is not recalculated when the rail chain signal changes
Replies: 4
Views: 1600

Re: [0.17.34] Train's path is not recalculated when the rail chain signal changes

Rail signal before the Rail chain signal? Then the train is just going to pass it and stop at rail chain signal. Doesn't sound like it solves anything.
by jarcionek
Mon Apr 29, 2019 7:11 am
Forum: Not a bug
Topic: [0.17.34] Train's path is not recalculated when the rail chain signal changes
Replies: 4
Views: 1600

[0.17.34] Train's path is not recalculated when the rail chain signal changes

I have 4 stations with the same name, served from a single rail. Even though last two stations are empty, the train is still waiting for the second station, even though it's rail chain signal is blue and it could go to another station: Screenshot.PNG I have added a normal rail signal with condition ...
by jarcionek
Sun Apr 28, 2019 12:03 am
Forum: Minor issues
Topic: [0.17.34] Game freezing when big factory runs out of power
Replies: 1
Views: 1330

[0.17.34] Game freezing when big factory runs out of power

I have a pretty big factory. I have expanded it and my accumulators didn't have enough energy to power the factory over night. And then UPS dropped to 1...
Screenshot.PNG
Screenshot.PNG (4.13 MiB) Viewed 1330 times
Save file: https://drive.google.com/open?id=1c98lk ... t3RXuXP2tN
by jarcionek
Wed Apr 17, 2019 7:07 am
Forum: Resolved Problems and Bugs
Topic: [0.17.31] random UPS drops, probably logistic network related
Replies: 3
Views: 1722

Re: [0.17.31] random UPS drops, probably logistic network related

It seems that the problem was caused by a lack of empty storage chests Don't you have like 500k storage chests? I do :) I have a big logistic network - over half million storage chests, over 10k roboports, 100k logistic robots. I have been busy designing blueprints, while constantly expanding the s...
by jarcionek
Wed Apr 17, 2019 6:48 am
Forum: Resolved Problems and Bugs
Topic: [0.17.31] random UPS drops, probably logistic network related
Replies: 3
Views: 1722

Re: [0.17.31] random UPS drops, probably logistic network related

It seems that the problem was caused by a lack of empty storage chests / high number of robots in use (which was reaching 100k).

Now that I have decreased mining and robots have where to store the ore (only 20k of them are flying around), the UPS stays at 55-60.
by jarcionek
Tue Apr 16, 2019 1:13 am
Forum: Resolved Problems and Bugs
Topic: [0.17.31] random UPS drops, probably logistic network related
Replies: 3
Views: 1722

[0.17.31] random UPS drops, probably logistic network related

I have a big logistic network - over half million storage chests, over 10k roboports, 100k logistic robots. A while ago I have noticed that when I place 6 requester chests, each requesting 1k ore, the game almost stops for a few seconds, probably while the paths of logistic robots are calculated. No...
by jarcionek
Wed Apr 10, 2019 2:26 pm
Forum: Modding help
Topic: How to put an item from player's main inventory into their cursor?
Replies: 0
Views: 682

How to put an item from player's main inventory into their cursor?

I want to auto-equip an item when user presses a key and also spawn the item if they don't have it in inventory. I have noticed that the following code, puts the item in hand correctly, but it doesn't reserve a slot for it in the main inventory - so if logistic robots fill player's inventory with ju...
by jarcionek
Mon Apr 08, 2019 2:37 pm
Forum: Not a bug
Topic: [0.17.25] modding - consuming zoom-in event also consumes alt-zoom-in and vice versa
Replies: 4
Views: 2073

Re: [0.17.25] modding - consuming zoom-in event also consumes alt-zoom-in and vice versa

Rseding91 wrote: Mon Apr 08, 2019 2:26 pm
jarcionek wrote: Mon Apr 08, 2019 12:06 pm And what about zoom out?
It's the same. If you're in zoomed-to-world and you use the normal zoom-to-world zoom out it won't switch to the map overview.
I could swear that normal zoom out switches back to map. Maybe I just remember it wrong (can't access the game right now).
by jarcionek
Mon Apr 08, 2019 12:06 pm
Forum: Not a bug
Topic: [0.17.25] modding - consuming zoom-in event also consumes alt-zoom-in and vice versa
Replies: 4
Views: 2073

Re: [0.17.25] modding - consuming zoom-in event also consumes alt-zoom-in and vice versa

Note that as of one of the minor 0.17 versions "consuming" for mod hotkeys does nothing. Nope. That still works in 0.17.25. Setting it to game-only makes the base game do nothing. See also https://forums.factorio.com/viewtopic.php?f=23&t=68926#p419456 As for why there are 2 hotkeys wi...
by jarcionek
Sun Apr 07, 2019 3:26 pm
Forum: Not a bug
Topic: [0.17.25] modding - consuming zoom-in event also consumes alt-zoom-in and vice versa
Replies: 4
Views: 2073

[0.17.25] modding - consuming zoom-in event also consumes alt-zoom-in and vice versa

Controls.PNG Firstly, I find it weird that there two almost identical controls that by default are assigned the same keys, but ok. It seems like it should be a check box in the Interface or Graphics Settings whether zooming to world is enabled. In regards to zooming out - there is absolutely no dif...
by jarcionek
Sun Apr 07, 2019 9:01 am
Forum: Modding interface requests
Topic: Events on_map_position_changed, on_zoom_level_changed, on_render_mode_changed
Replies: 0
Views: 903

Events on_map_position_changed, on_zoom_level_changed, on_render_mode_changed

I am trying to revert zooming behaviour to what it was in version 0.15.10, when zooming was more aggressive and it was possible to zoom out farther: https://forums.factorio.com/viewtopic.php?f=6&t=50137 https://mods.factorio.com/mod/ZoomingReinvented I have overridden what the following game con...
by jarcionek
Sun Apr 07, 2019 8:15 am
Forum: Modding help
Topic: How to detect user clicked on alert?
Replies: 0
Views: 778

How to detect user clicked on alert?

I would like to know when user clicks on the alert to see it on the map, however I cannot find any way to achieve it. It seems that there is no event fired for it. The only thing I have found is LuaPlayer.get_alerts() but it doesn't let me do anything other that say "yes, there is an alert"...
by jarcionek
Sun Apr 07, 2019 12:11 am
Forum: Duplicates
Topic: [0.17.25] Trains schedules disappear in the station view
Replies: 1
Views: 917

[0.17.25] Trains schedules disappear in the station view

This is something that broke recently, within the past week or two.

Steps to reproduce:
1. Click on the train stop
2. Wait and see how the schedules one by one disappear
Screenshot 2.PNG
Screenshot 2.PNG (190.94 KiB) Viewed 917 times
Screenshot.PNG
Screenshot.PNG (219.3 KiB) Viewed 917 times
by jarcionek
Sat Apr 06, 2019 11:31 pm
Forum: Modding help
Topic: How to assign mouse wheel custom input?
Replies: 2
Views: 1119

Re: How to assign mouse wheel custom input?

I came across the issue you linked and it seems that this problem does not exist any more. - If I manually assign mouse wheel to the mod custom input - it works. - If another action has mouse wheel assigned to it - both actions get triggered. I don't understand why mod is not allowed to assign the m...

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