Search found 34 matches

by Theis
Fri May 09, 2025 12:38 pm
Forum: Balancing
Topic: Shotgun rebalance
Replies: 4
Views: 1038

Re: Shotgun rebalance

Stargateur wrote: Thu May 08, 2025 12:11 am less is more, I would remove pistol and shotgun from game
I would leave that up to Wube. However both are used in mods, so removing them might require slightly more analysis.
by Theis
Tue Apr 29, 2025 12:59 pm
Forum: Balancing
Topic: Shotgun rebalance
Replies: 4
Views: 1038

Shotgun rebalance

Improve shotgun
I made a mod: shotgun rebalance , and i think some of my ideas deserve to be promoted to vanilla Factorio after having played around with them.


Promoting the shotgun to default unlock.
Move piercing shotgun shells from Military 4 to Military 2.
Half shotgun movement penalty ...
by Theis
Tue Apr 29, 2025 10:45 am
Forum: Wiki Talk
Topic: Rocket fuel - crafting time halved - [changelog]
Replies: 0
Views: 278

Rocket fuel - crafting time halved - [changelog]

I know rocket fuel crafting time must have been halved sometime in 2.0.x as i have used ratio of 2 blue assemblers to 1 chemical plant in 0.18 and solid fuel crating time was halved in 2.0.7.

However the wiki doesn't list this change.
by Theis
Sat Feb 15, 2025 9:28 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.34][Quality] Circuit Combinator crash on signal quality without base signal
Replies: 2
Views: 1600

[boskid][2.0.34][Quality] Circuit Combinator crash on signal quality without base signal

Circuit Combinator crash when setting signal quality without base signal
The game consistently crash when setting a quality modifier on signal if a base signal hasn't been set on a arithmetic or decider combinator.

This bug has been tested with only Quality mod enabled.

Steps to reproduce ...
by Theis
Sun Sep 08, 2024 5:09 am
Forum: Documentation Improvement Requests
Topic: [1.1.110] movement_slow_down_cooldown
Replies: 0
Views: 299

[1.1.110] movement_slow_down_cooldown

BaseAtttackParameters::movement_slow_down_cooldown
This property only applies to the Character firing a Gun .

The current description:
movement_slow_down_cooldown :: float optional
Default: equal to cooldown property

The property in fact seems to be a number of ticks that the penalty is ...
by Theis
Thu Aug 29, 2024 3:08 pm
Forum: Modding interface requests
Topic: Event on_post_tick
Replies: 0
Views: 346

Event on_post_tick

What?
An event that fires every tick like on_tick , but fires after the tick has completed.

Why?
Some code is better to run before stuff happens while other code is better to run after.
In one of my mods i paint the state of machines on top of them for easier reading of where you should direct ...
by Theis
Thu Sep 07, 2023 1:22 pm
Forum: Resolved Requests
Topic: Server_save
Replies: 1
Views: 737

Server_save

The description of game.server_save does not make it obvious that it only works in multiplayer mode. Or more specifically that it does nothing in singleplayer mode.
by Theis
Wed Sep 06, 2023 11:53 am
Forum: Minor issues
Topic: [1.1.89] Handcrafting some recipes takes 1 additional tick
Replies: 3
Views: 1452

Re: [1.1.89] Handcrafting some recipes takes 1 additional tick

Treating this as a minor issue is fair. As it doesn't interfere with general gameplay and is really just an inaccuracy. That said, i do still believe it is relevant to get it fixed.

For normal gameplay this issue doesn't matter that much. However it is relevant for some modded configurations, for ...
by Theis
Thu Aug 24, 2023 11:11 am
Forum: Minor issues
Topic: [1.1.89] Handcrafting some recipes takes 1 additional tick
Replies: 3
Views: 1452

[1.1.89] Handcrafting some recipes takes 1 additional tick

Brief
Crafting recipes, with the character, such as iron-gear-wheel or transport-belt takes 31 ticks instead of 30 ticks. While recipes such firearm-magazine or underground-transport-belt take the expected 60 ticks.

Where?
This issue seem to be reserved to crafting with the character ...
by Theis
Tue Apr 25, 2023 1:15 pm
Forum: Modding interface requests
Topic: expose autosave interval
Replies: 3
Views: 1220

Re: expose autosave interval

https://lua-api.factorio.com/latest/Lua ... ve_enabled is read/write.
So couldn't you just disable it while your mod is active?
Effectively forcing the user of your mod to use your custom timer.
by Theis
Mon Apr 03, 2023 3:53 am
Forum: Modding interface requests
Topic: On_research_queued event
Replies: 7
Views: 1950

Re: On_research_queued event

I can try pulling the research queue, the next time I look at the mod.
on_research_finished and on_research_started doesn't really work for me. As that would mean the research tasks are added to the task list on a nearly random point.
by Theis
Sat Apr 01, 2023 8:33 am
Forum: Modding interface requests
Topic: Extend on_player_fast_transferred with item dropped (Z)
Replies: 1
Views: 755

Extend on_player_fast_transferred with item dropped (Z)

Dropping items on entities doesn't trigger any events
There is a fairly specific handling of dropping items on entities where only one item is fast-transferred.
However neither on_player_fast_transferred or on_player_dropped_item triggers when this happens.

Change event fast-transferred
I would ...
by Theis
Sat Apr 01, 2023 7:47 am
Forum: Modding interface requests
Topic: On_research_queued event
Replies: 7
Views: 1950

Re: On_research_queued event

I don't particularly care about dequeued technologies, since cancelling research is easily done by going back in time and just not queuing it. But i can see why it would matter for other uses :)

on_research_queue_changed would need to have an indicator of the index and if the item was queued or ...
by Theis
Thu Mar 30, 2023 10:00 pm
Forum: Modding interface requests
Topic: Add a local_save equivalent
Replies: 4
Views: 1513

Re: Add a local_save equivalent


I can use 'game.auto_save(name)' to save the game locally on demand as a workaround, but it prepends the name with '_autosave-'.


The autosave is also marked as an autosave , which means it can only be overwritten by another autosave-save which is annoying.

I would prefer game.server_save to ...
by Theis
Thu Mar 30, 2023 8:56 am
Forum: Modding interface requests
Topic: On_research_queued event
Replies: 7
Views: 1950

On_research_queued event

What
I would like an event on_research_queued similar to on_research_started .

How
Fields:

research :: LuaTechnology -> the queued technology
queue_index :: uint -> the research queue index of the technology
name :: defines.event
tick :: uint


I can probably handle any implementation ...
by Theis
Thu Mar 09, 2023 11:23 pm
Forum: Modding help
Topic: Setting Up a Dev Environment
Replies: 4
Views: 2221

Re: Setting Up a Dev Environment

I don't think it is actually possible to get "my blueprints". At least I couldn't find anything even remotely similar.

I guess you have to choose between Typescript or the mod toolkit. I would choose the latter.
by Theis
Sat Feb 18, 2023 6:01 am
Forum: Modding help
Topic: Problems with LuaControl.cancel_crafting()
Replies: 2
Views: 1030

Re: Problems with LuaControl.cancel_crafting()

If the problem is that you are changing the crafting queue order, then you can try to iterate backwards.
by Theis
Tue Feb 14, 2023 3:07 pm
Forum: Ideas and Requests For Mods
Topic: remote "Presence" building.
Replies: 2
Views: 1402

Re: remote "Presence" building.

Would something like Avatars work for you?
by Theis
Tue Feb 07, 2023 11:33 am
Forum: Not a bug
Topic: [1.1.76] Module inventory get_insertable_count return wrong count
Replies: 2
Views: 2071

Re: [1.1.76] Module inventory get_insertable_count return wrong count

Somewhat related. It is also reported wrong for fast assemblers unbarreling.


/c do
local p = game.player

local item = "water-barrel"
local e2 = p.surface.create_entity{name="assembling-machine-3",position={-1,2},force=p.force}
e2.set_recipe("empty-water-barrel")
e2.get_inventory(defines ...

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