Search found 38 matches
- Fri Oct 11, 2019 8:30 am
- Forum: Modding help
- Topic: Is it possible to check if entity has enough power?
- Replies: 1
- Views: 859
Re: Is it possible to check if entity has enough power?
You might use the "energy" property of the electric interface to check for this: If its > 0, the interface is at least somewhat powered. If you want to check whether a certain treshold is reached (e.g. "at least 60% of energy demand provided"), your calculation could take the &qu...
- Fri Aug 30, 2019 11:18 am
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 40852
Re: Friday Facts #310 - Glowing Heat pipes
Those glowing heat pipes emanate something sinister and powerful.
Especially that night time picture really brings the "Forges of Isengard" from the LOTR trilogy into my mind...
Great work!
Especially that night time picture really brings the "Forges of Isengard" from the LOTR trilogy into my mind...
Great work!
- Wed Aug 28, 2019 11:01 pm
- Forum: Modding interface requests
- Topic: Allow "animation" for item-request-proxy icon
- Replies: 7
- Views: 2407
Re: Allow "animation" for item-request-proxy icon
But why? Hi, I'm sorry, I wasn't able to reply earlier. My reason for this proposal is that this would allow the use of animated icons for item-request-proxies that mimic the flashing entity status signs. It would also allow to create some kind of non-static icon like the rotating wrench symbol sho...
- Fri Aug 16, 2019 3:31 pm
- Forum: Modding interface requests
- Topic: Allow "animation" for item-request-proxy icon
- Replies: 7
- Views: 2407
Re: Allow "animation" for item-request-proxy icon
+0.5 might come in handy later. I didn't even think about the possibility of having more than one item-request-proxy prototype. I guess you want to spawn this manually and the engine keeps using the default one for stuff like blueprint modules? But has you probably have to track the proxy status an...
- Wed Aug 14, 2019 9:29 pm
- Forum: Modding interface requests
- Topic: Allow "animation" for item-request-proxy icon
- Replies: 7
- Views: 2407
Re: Allow "animation" for item-request-proxy icon
<marquee><blink>No thank you</blink></marquee> If my intention would be to annoy the player with unneccessarily distracting symbols, I'd just abuse the possibilities provided by the new rendering api :D In fact, this proposal is to avoid needing to render a separate animation whenever this item req...
- Wed Aug 14, 2019 8:58 pm
- Forum: Modding interface requests
- Topic: Allow "animation" for item-request-proxy icon
- Replies: 7
- Views: 2407
Allow "animation" for item-request-proxy icon
Currently any "item-request-proxy" entity requires a type "picture" sprite for the icon of the proxy. My question/suggestion: Allow the use of type "animation" for this, too. This would make nice things possible, imagine for example an item request proxy with an icon li...
- Wed Jul 31, 2019 3:33 am
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 138015
Re: Version 0.17.60
Reading the patchnotes was a punch in the gutts for me. I just hope for now, that we (the ones against the change) eventually will be able to comprehend Wube's grand schemes that made it inevitable and mandatory to rush this extremely controversial change to implementation and that the greater good ...
- Fri Jul 26, 2019 4:23 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 283900
Re: Friday Facts #305 - The Oil Changes
The explanations by V453000 are interesting and visually appealing but they nevertheless leave me behind a bit puzzled. My question is: What is your main intention behind the oil change? Is it to reduce the complexity /to smooth out the learning curve for new players? Then Iβm curious why the "...
- Mon Jul 22, 2019 5:40 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 210032
Re: Friday Facts #304 - Small bugs; Big changes
I'd argue that instead of changing the recipe, what is needed is more information. Specifically, an oil tutorial. Have the player build a pump jack, connect it to a refinery, and then instruct them to use one of the outputs to make something. Let's say a chem plant to make plastic. Once the output ...
- Sun Jul 21, 2019 11:03 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 210032
Re: Friday Facts #304 - Small bugs; Big changes
I can only speak for myself, but the moment I discovered that refining oil in Factorio resulted in multiple by-products, I knew this was the game I had been waiting for years. Please keep the recipe as it is and allow future players to enjoy this moment as well. All other changes (inluding reserved ...
- Thu Jun 06, 2019 2:58 pm
- Forum: Won't implement
- Topic: Track "completed operations" for labs and miners, similar to "products_finished"
- Replies: 0
- Views: 670
Track "completed operations" for labs and miners, similar to "products_finished"
Hello together, at the moment it is easy to track production numbers for all entities of Type "CraftingMachine" using LuaEntity.products_finished . This is convienient but unfortunately not availabe for other entity types. Proposal I'd like to have a similar function for miners and lab ent...
- Fri May 10, 2019 7:44 pm
- Forum: Not a bug
- Topic: [0.17.37] Ghosts of modded offshore pumps don't use correct fluid
- Replies: 2
- Views: 1139
Re: [0.17.37] Ghosts of modded offshore pumps don't use correct fluid
On my modded offshore-pumps this works correct But I have also set: offshore_pump.fluid_box.filter = "apm_sea_water" [...] TIL... I wrongly assumed that changes to the fluid output will automatically change the fluidbox filter as well. The mod i use for this did not change the fluidbox fi...
- Fri May 10, 2019 12:19 pm
- Forum: Not a bug
- Topic: [0.17.37] Ghosts of modded offshore pumps don't use correct fluid
- Replies: 2
- Views: 1139
[0.17.37] Ghosts of modded offshore pumps don't use correct fluid
Hello, i encountered a serious problem with modded offshore pumps: If an offshore pump produces any fluid but water, the ghost of this modded offshore pump will nevertheless show "water" as fluid output. This causes some trouble since the inception of the new fluid mixing prevention logic,...
- Wed Apr 17, 2019 11:09 pm
- Forum: Won't fix.
- Topic: [0.17.31] Certain blueprint flags are ignored for item-request-proxy
- Replies: 3
- Views: 1542
Re: [0.17.31] Certain blueprint flags are ignored for item-request-proxy
Thanks for the report. I don't know if I consider it worth the time to go around making the item-request-proxy respect those flags since by it's nature it only exists to be interacted with through blueprints and the deconstruction planner. For now, I'm going to say it isn't worth it and leave it as...
- Sat Apr 13, 2019 2:45 pm
- Forum: Won't fix.
- Topic: [0.17.31] Certain blueprint flags are ignored for item-request-proxy
- Replies: 3
- Views: 1542
[0.17.31] Certain blueprint flags are ignored for item-request-proxy
Dear devs, i just stumbled upon the following issue: If i add the "not-blueprintable" and "not-deconstructible" flags to an item-request-proxy, i'm still able to deconstruct those entities with a deconstruction planner. Steps to reproduce: 1. Add the "not-blueprintable"...
- Sat Apr 06, 2019 6:59 pm
- Forum: Implemented mod requests
- Topic: Add read access to "alert_icon_shift" property of entity prototype
- Replies: 2
- Views: 1065
- Sat Apr 06, 2019 6:34 pm
- Forum: Implemented mod requests
- Topic: Add read access to "alert_icon_shift" property of entity prototype
- Replies: 2
- Views: 1065
Add read access to "alert_icon_shift" property of entity prototype
Hi, I propose the exposition of the "alert_icon_shift" property that's currently available only on prototype load. I'm using the new lua.renderer functions to draw an warning icon on top of an entity. However, this function will place the icon at the center of the target entity and not at ...
- Sat Feb 09, 2019 9:14 pm
- Forum: Implemented mod requests
- Topic: on_item_request_removed
- Replies: 18
- Views: 5038
Re: on_item_request_removed
[...] there's no way to know what's going to happen when a mod reads an entity's `item_requests` or sets it nil. If the "item_requests"-value of a item-request-proxy is set to nil, the item-request-proxy is fulfilled and subsequently removed (i tested this a few minutes ago). It doesn't m...
- Sat Feb 09, 2019 8:26 pm
- Forum: Implemented mod requests
- Topic: on_item_request_removed
- Replies: 18
- Views: 5038
Re: on_item_request_removed
+1
Dear devs,
please make completion and cancellation of entity-type "item-request-proxy" detectable. Currently there is no efficient way to get information about this, because the "death" of item request proxies is also not covered by event.on_entity_died().
Regards,
Arcitos
Dear devs,
please make completion and cancellation of entity-type "item-request-proxy" detectable. Currently there is no efficient way to get information about this, because the "death" of item request proxies is also not covered by event.on_entity_died().
Regards,
Arcitos
- Sun Jan 14, 2018 9:28 pm
- Forum: Not a bug
- Topic: [0.16.16] Tile prototype limit (255) too low
- Replies: 30
- Views: 17328
Re: [0.16.16] Tile prototype limit (255) too low
Thanks for your fast reply, posila. This is indeed a real pity, but i fully understand your motivation in keeping the tile id limit at 255. I was just curious if lifting this limit would be feasible.
Regards
Arcitos
Regards
Arcitos