Search found 11 matches

by emlun
Sat Mar 13, 2021 12:52 am
Forum: Modding interface requests
Topic: [Solved] Is the "Grid position" setting of blueprints available?
Replies: 2
Views: 215

Re: Is the "Grid position" setting of blueprints available?

Oooooh I see, the "Grid position" is an implicit "setting" that translates all the entities! So the "Grid position" is simply the negative of the x-y coordinates of the top-left entity or tile. Awesome, thanks!
by emlun
Thu Mar 11, 2021 4:14 am
Forum: Modding interface requests
Topic: [Solved] Is the "Grid position" setting of blueprints available?
Replies: 2
Views: 215

[Solved] Is the "Grid position" setting of blueprints available?

Hi! I just released the first version of a mod to help set blueprint grid offsets: https://mods.factorio.com/mod/blueprint-align . As noted in the description, I wasn't able to find the blueprint's "Grid position" setting in the Lua API, only "Grid size" (blueprint_snap_to_grid), "Absolute/Relative" (blueprint_absolute_snapping) and "Absolute X/Y" (blueprint_position_relative_to_grid). So right now I can only align the blueprint correctly if it has "Grid position" set to (0, 0), as I don't know what that is set to and therefore cannot compensate for it.

Is there some way I can read the "Grid position" setting of a blueprint (even better if I can also write to it)? Or can anyone confirm that this setting is not exposed in the mod API?
by emlun
Mon Feb 22, 2021 5:30 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.25] Occurrence of extraneous sound (crackling)
Replies: 5
Views: 835

Re: [Oxyd] [1.1.25] Occurrence of extraneous sound (crackling)

I'm having this problem too. For me it sounds like the sound of running with exoskeletons, but chopped up and stuttery. It does seem to coincide with flamethrowers firing, but it doesn't seem very consistent.
by emlun
Fri May 31, 2019 10:25 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 22952

Re: Friday Facts #297 - New resource icons

The new resource icons look really, really good! But I can't quite shake the feeling that those messy piles of ore chunks should be spilling off the sides of the belt, especially in the turns and on faster belts. That's probably a problem not worth solving, though.
by emlun
Sat May 18, 2019 10:30 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 16724

Re: Friday Facts #295 - New design for the chemical plant

I just have to join in saying the new chem plant looks amazing. The stirrer and sloshing liquid is just, mmph, so great! Can't wait to see it in game.
by emlun
Tue Mar 19, 2019 12:02 pm
Forum: Duplicates
Topic: [0.17.15] Inserters fail to unload when assembler straddles/abuts coordinate axes
Replies: 8
Views: 846

Re: [0.17.15] Inserters fail to unload when assembler straddles/abuts coordinate axes

Oh, turns out the inoperative inserters do actually spring to life once the others back up. I thought I had tested that but apparently I didn't.

Sorry for the noise.
by emlun
Tue Mar 19, 2019 2:01 am
Forum: Duplicates
Topic: [0.17.15] Inserters fail to unload when assembler straddles/abuts coordinate axes
Replies: 8
Views: 846

Re: [0.17.15] Inserters fail to unload when assembler straddles/abuts coordinate axes

I believe they do since 0.15: It seems like inserters take turns - in the order they were constructed, it seems - to grab items from the assembler.

I discovered this precisely because my inserter factory flat out refused to move backed-up gear wheels into the stack inserter assembler to the right, while happily moving gears from the same assembler (which turned out to be straddling the X axis) up into the yellow inserter assembler. I became convinced it's probably a bug when the same setup magically started working if I moved the rightward inserter up two tiles.
by emlun
Tue Mar 19, 2019 12:57 am
Forum: Duplicates
Topic: [0.17.15] Inserters fail to unload when assembler straddles/abuts coordinate axes
Replies: 8
Views: 846

[0.17.15] Inserters fail to unload when assembler straddles/abuts coordinate axes

What did you do? What happened?
This:

Image

Image

Image

These are all plain inserters, assemblers and chests with no circuit- or logistic conditions. The concrete tile in the middle of the cross is the origin - the tile whose top-left corner has coordinate (0, 0).

When the assemblers run, some of the inserters remain idle "Waiting for source items" even though they should be operating.
What did you expect to happen instead?
All inserters would operate and distribute the pipes evenly between all the chests:

Image

What else I've discovered
  • The result seems perfectly deterministic (save file and blueprint below).
  • This happens with both basic (yellow) and fast (blue) inserters, and all three levels of assemblers.
  • This seems to happen whenever not all inserters connected to an assembler are in the same coordinate quadrant, even if the assembler itself is fully within one quadrant.
  • This happens all along the coordinate axes, not only around the origin.
  • This does not seem to happen when the source is a chest, roboport or train wagon instead of an assembler.
  • 0.14.23 does not seem to have the bug (but the inserters don't attempt to balance themselves).
  • 0.15.40 has the bug, but the exact behaviour for the edge cases seems to be slightly different (with the assembler center on the origin, only one inserter operates).
  • 0.16.51 has the bug, and the one sample I took was not obviously different.
Resources / How to reproduce
by emlun
Sun Mar 10, 2019 5:02 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 85262

Re: Friday Facts #283 - Prepare to Launch

Hi! I'd just like to weigh in with a small piece of opinion. The new rocket silo looks great, but there was something about the animation that didn't feel right to me - when the rising animation ends, it looks like it suddenly freezes prematurely because all the motion stops at once. I think a little bit of ease-out on the rocket's rising motion would give the animation a really satisfying oomph, and perhaps even better if the support arms' animation ends just a fraction of a second later than the rocket. Just an idea. :) Thanks for making this fantastic game!

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