Search found 28 matches

by XYZT
Mon Jun 07, 2021 4:32 am
Forum: Modding help
Topic: Clearing signals in a wire / circuit network
Replies: 3
Views: 1744

Re: Clearing signals in a wire / circuit network

Can you point me to the relevant Lua command for this?
by XYZT
Mon Jun 07, 2021 12:23 am
Forum: Modding help
Topic: Clearing signals in a wire / circuit network
Replies: 3
Views: 1744

Clearing signals in a wire / circuit network

Hi, I am looking for a command to clear the signals in a circuit network. Let's say, there's a green wire carrying some frame of signals. Is there a Lua command to "set signal" or "clear/reset signals" in a particular wire? Looking at the Factorio Lua API, most attributes are rea...
by XYZT
Thu Jan 21, 2021 12:37 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.12] Fast replace belt & undergroud belt not working as described
Replies: 12
Views: 4756

Re: [kovarex] [1.1.12] Fast replace belt & undergroud belt not working as described

Also, hopefully you fix the grammatical error! It should be "feature" not "features".
by XYZT
Sun Jan 17, 2021 7:02 am
Forum: Modding interface requests
Topic: LuaPlayer::set_controller -> cutscene: Option to remove or control movement 'curve', eg to make movement speed linear.
Replies: 3
Views: 2082

Re: LuaPlayer::set_controller -> cutscene: Option to remove or control movement 'curve', eg to make movement speed linea

posila wrote: ↑
Thu Oct 10, 2019 9:41 am
You can just hige all gui and teleport god controller (or some other controller) around.
Hi, can you elaborate on how one can hide all GUI while using the god controller?
by XYZT
Thu Jan 07, 2021 6:45 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.7] Lamps incorrectly claim "No Power"
Replies: 1
Views: 1609

[boskid][1.1.7] Lamps incorrectly claim "No Power"

Lamps incorrectly claim "No Power" when using the "Electric energy interface": cmsnV6j.png However, this warning mysteriously goes away if I place any other power consumer (like an inserter) or power producer (like a solar panel) in the network: DwVDUvP.png This warning goes away...
by XYZT
Fri Jul 24, 2020 7:44 am
Forum: Ideas and Suggestions
Topic: Add "NOT" operator in Train Schedules
Replies: 4
Views: 1317

Re: Add "NOT" operator in Train Schedules

"NOT full cargo inventory" can be used to prevent a train from leaving an unloading station if nothing was unloaded. This is useful in setups where you aren't trying to completely unload a train but have a clocked rail system where it stays at the unloader for X seconds and then moves on e...
by XYZT
Fri Jul 24, 2020 12:14 am
Forum: Ideas and Suggestions
Topic: Add "NOT" operator in Train Schedules
Replies: 4
Views: 1317

Add "NOT" operator in Train Schedules

TL;DR Add "NOT" operator to train schedules What ? Currently we have the AND and OR operators in train schedules. With a NOT operator on wait conditions for trains, we can have functional completeness . This is present in an indirect manner for some wait conditions: There is an explicit &...
by XYZT
Wed Jul 22, 2020 12:04 am
Forum: Ideas and Suggestions
Topic: Lamps that are on should be rendered on top of shadows
Replies: 0
Views: 565

Lamps that are on should be rendered on top of shadows

TL;DR Shadows shouldn't fall on top of lit up lamps. What ? Shadows currently fall on top of lit up lamps. This is physically weird and looks ugly: Annotation 2020-07-21 194646.png The lighting effects should be rendered on top of the shadows. Not under them. It's obvious why this is just wrong. Wh...
by XYZT
Sat Jul 18, 2020 9:24 pm
Forum: Ideas and Suggestions
Topic: Quality of life UI improvements to train schedules
Replies: 3
Views: 1072

Re: Quality of life UI improvements to train schedules

If it is, that's nice to know. I tried it last night and it didn't work for me. But let me try again and slash that suggestion from the list
by XYZT
Sat Jul 18, 2020 12:54 am
Forum: Ideas and Suggestions
Topic: Quality of life UI improvements to train schedules
Replies: 3
Views: 1072

Quality of life UI improvements to train schedules

This is what the current train schedule looks like: Annotation 2020-07-17 204311.png There are some things that feels like it should be intuitively possible to do but aren't. It would be nice to have the following quality-of-life updates: Change a stop in-place: It should be possible to click (proba...
by XYZT
Wed Jul 15, 2020 7:00 pm
Forum: Ideas and Suggestions
Topic: Blueprint notes
Replies: 8
Views: 2587

Re: Blueprint notes

Of course, it would be nice to have all of the things you mentioned. But if that leads to scope creep (by essentially trying to reinvent a version control system for blueprints and a closed-box simulator) which leads to these features being indefinitely postponed, it's useful to consider that most o...
by XYZT
Sat Jul 11, 2020 2:10 am
Forum: Resolved Problems and Bugs
Topic: [kovarex][0.18.35] Long blueprint names cause delete button to get cut off
Replies: 1
Views: 855

[kovarex][0.18.35] Long blueprint names cause delete button to get cut off

When a blueprint has a long name, the delete button at the right end tends to get cut off:
Annotation 2020-07-10 220651.png
Annotation 2020-07-10 220651.png (187.81 KiB) Viewed 855 times
by XYZT
Sat Jul 11, 2020 2:00 am
Forum: Ideas and Suggestions
Topic: Blueprint notes
Replies: 8
Views: 2587

Add the ability to write a long description for a blueprint

Currently, blueprints can only have text associated with them in the form of their title/name. It would be useful to add the ability to write a description of the blueprint. This would allow for the possibility of attaching documentation or usage instructions for blueprints, especially complicated o...
by XYZT
Tue Jun 30, 2020 6:49 pm
Forum: Not a bug
Topic: [0.18.34] Train Graphical Misalignment?
Replies: 7
Views: 2605

Re: [0.18.34] Train Graphical Misalignment?

This still looks like a bug to me because the "expectation" (predicted wagon outline when hovering over a train stop) does not match reality (where the actual wagons end up). However, since this was moves to "Not a Bug" - would it be appropriate to post it again as a suggestion/r...
by XYZT
Tue Jun 30, 2020 11:08 am
Forum: Not a bug
Topic: [0.18.34] Train Graphical Misalignment?
Replies: 7
Views: 2605

Re: [0.18.34] Train Graphical Misalignment?

If this is not a bug and just a graphical fix, then it would be nice if it doesn't affect things like this: Annotation 2020-06-30 070536.png Based on the "predicted wagon outlines" - all of these wagons should line up. While this is not a big deal for the inserters as all inserters can suc...
by XYZT
Tue Jun 30, 2020 10:40 am
Forum: Not a bug
Topic: [0.18.34] Train Graphical Misalignment?
Replies: 7
Views: 2605

[0.18.34] Train Graphical Misalignment?

While trying to set up a train station built over a curve, I noticed a weird graphical misalignment with trains. Here is the station setup: Annotation 2020-06-30 061019.png As you can see, the wagon outlines show that wagons should line up with the chests and inserters. But when I actually send a tr...
by XYZT
Sat Feb 29, 2020 11:47 pm
Forum: Not a bug
Topic: [0.18.9] Beacon area highlight is smaller than it should be
Replies: 5
Views: 1532

Re: [0.18.9] Beacon area highlight is smaller than it should be

How come that logic isn't used for electric grids then? You definitely can't power an entity occupying a tile that the electric grid is simply adjacent to.
by XYZT
Sat Feb 29, 2020 11:39 pm
Forum: Not a bug
Topic: [0.18.9] Beacon area highlight is smaller than it should be
Replies: 5
Views: 1532

Re: [0.18.9] Beacon area highlight is smaller than it should be

How can it be correct? Why would the supply area be something like 8.4 x 8.4 area instead of 9 x 9 as said on the wiki? Why doesn't it cover the whole square?!

The other overlays like electric poles and substations highlight whole number of tiles, which makes sense. Why not beacons?
by XYZT
Thu Feb 27, 2020 3:30 am
Forum: Not a bug
Topic: [0.18.9] Beacon area highlight is smaller than it should be
Replies: 5
Views: 1532

[0.18.9] Beacon area highlight is smaller than it should be

For some reason, the "highlighted area" that shows the supply area of a Beacon when you hover over it is a bit smaller than the actual supply area. See image below: https://i.imgur.com/KHJu5XZ.png The supply area highlight should highlight the entirety of the 9x9 tile grid around the Beaco...
by XYZT
Wed Jan 01, 2020 10:12 am
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Missing tooltip in technology screen
Replies: 4
Views: 3335

Re: [0.17.79] Missing tooltip in technology screen

I figured it out. This is affected by the setting "Show descriptions in tooltips" under the Interface settings. I still think this is a bug if unchecking that setting simply eliminates the tooltip altogether.

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