Search found 1330 matches

by sparr
Wed Aug 24, 2022 3:17 pm
Forum: Modding interface requests
Topic: function to set dawn/dusk/morning/evening all at once
Replies: 5
Views: 1419

Re: function to set dawn/dusk/morning/evening all at once

As I consider rewriting my mod that changes day/night length over time, I'd really appreciate having this functionality instead of having to work around edge cases.
by sparr
Tue Aug 09, 2022 2:30 pm
Forum: Not a bug
Topic: [1.1.65] Changing rocket silo position doesn't move launching rocket sprite
Replies: 2
Views: 852

[1.1.65] Changing rocket silo position doesn't move launching rocket sprite

If you move a rocket silo (with console commands or mods) while the rocket launch animation is playing, the rocket doesn't move with the silo. Also, for some moves (e.g. moving the silo to the right) the overlap/mask of the sprites glitches and part of the rocket is obscured by part of the silo. Scr...
by sparr
Sun Aug 07, 2022 4:02 pm
Forum: Modding interface requests
Topic: Methods to normalize blueprint entity positions and/or enable snapping at the blueprint size
Replies: 0
Views: 493

Methods to normalize blueprint entity positions and/or enable snapping at the blueprint size

In the GUI I can check "Snap to grid" on a blueprint and the width/height will be calculated automatically while the positions of the entities within the blueprint are shifted to put a corner of the blueprint at the origin. I'd like a way to trigger one or both of these behaviors (or at le...
by sparr
Sat Aug 06, 2022 3:54 am
Forum: Ideas and Suggestions
Topic: Randomize biter spawn location
Replies: 5
Views: 1136

Re: Randomize biter spawn location

The exploit is that you can stand northwest of a spawner while shooting it, and be guaranteed to be shooting the biter that spawns and comes at you every time. Or southeast and be sure the biter will have to run around the spawner, giving you more of a head start. And you always know which spawners ...
by sparr
Thu Aug 04, 2022 3:50 pm
Forum: Ideas and Suggestions
Topic: Randomize biter spawn location
Replies: 5
Views: 1136

Randomize biter spawn location

Biters always spawn at the northwest corner of the spawner. This feels too predictable and exploitable. It would be nice if they would spawn randomly around the edge of the spawner.
by sparr
Sun Jul 31, 2022 11:44 pm
Forum: Ideas and Requests For Mods
Topic: Burner inserter leech fuel from drop target?
Replies: 0
Views: 543

Burner inserter leech fuel from drop target?

I want burner inserters to take fuel from the assembler/chest/inserter/etc in front of them instead of just the one behind them. I think this feature existed in one of the burner leech mods a few years ago, but I can't find this functionality or an option to enable it in https://mods.factorio.com/mo...
by sparr
Sun Jul 31, 2022 2:49 am
Forum: Resolved Problems and Bugs
Topic: [1.1.34] Mod sorting order by #Downloads count is wrong when using filter
Replies: 6
Views: 2079

Re: [1.1.34] Mod sorting order by #Downloads count is wrong when using filter

Another vote for not not a bug. Search+Sort is mostly useless for my use cases.

Especially weird that sorting by name doesn't work.

Suggestion: When searching, set the sort criterion to null and do the current behavior, but go back to sorting if the user clicks a column header.
by sparr
Sun Jul 31, 2022 12:45 am
Forum: Minor issues
Topic: [0.16.22] Inserters not picking up items from source
Replies: 10
Views: 8094

Re: [0.16.22] Inserters not picking up items from source

This doesn't just apply to curved rails. It seems to apply any time an inserter could have two targets. I wouldn't mind if it was consistently prioritized, but it being dependent on build order doesn't seem reasonable. 0eNqlk9FugzAMRf/Fz8lUKLQdvzJNKAWPRQsJSpxuVcW/z4GpqzbaaprEQ4jte+yb5AR7E3Hw2hJUJ9CN...
by sparr
Thu Jul 28, 2022 10:01 pm
Forum: Ideas and Suggestions
Topic: Support installing mod dependencies without publishing to the portal
Replies: 0
Views: 444

Support installing mod dependencies without publishing to the portal

I made a small mod with a list of dependencies on all the QoL mods I like to play with. However, it seems that the ability to automatically install a dependency list is only available when installing a mod from the portal. I'd like to see a way to do this for locally installed mods as well. Perhaps ...
by sparr
Fri Jun 24, 2022 2:49 pm
Forum: Mod portal Discussion
Topic: Mod Portal Feature Request: show dependency graph
Replies: 8
Views: 1326

Mod Portal Feature Request: show dependency graph

Simpler request first... In the mod portal UI I'd like to see the dependency list for a mod, and be able to click through to those other mods. Actual request that prompted this post... I'd like to see all the mods that depend on the one I'm interested in. My use case for this, at this moment, is &qu...
by sparr
Fri Feb 25, 2022 10:34 pm
Forum: Minor issues
Topic: [0.16.22] Inserters not picking up items from source
Replies: 10
Views: 8094

Re: [0.16.22] Inserters not picking up items from source

Coming here from my duplicate report and adding another voice in opposition to build order dependent behavior here.
by sparr
Fri Feb 25, 2022 6:00 pm
Forum: Modding interface requests
Topic: LuaGuiElement for graphs like production/electricity
Replies: 3
Views: 1517

Re: LuaGuiElement for graphs like production/electricity

For anyone who comes here later looking for this feature, here's a mod with some functionality you might be able to use:

https://mods.factorio.com/mod/timeseries
https://mods.factorio.com/mod/timeseries_fixfor110
by sparr
Thu Feb 24, 2022 9:52 pm
Forum: Duplicates
Topic: [1.1.53] Inserter waiting for train doesn't notice when a chest is placed in front of it
Replies: 1
Views: 794

[1.1.53] Inserter waiting for train doesn't notice when a chest is placed in front of it

0eNqNkt1ugzAMRt/F11AVaCjNq1TTxI9FLSUGJaEaQrz7DGxo1Zi0Szv2+Y7kTFCZAXtHHEBPQHXHHvR9Ak8tl2bphbFH0EABLUTApV0qV5KBOQLiBj9AJ/NbBMiBAuG2vxbjOw+2QicD+2bpPdrKELexLesHMcaZcPvOy3LHS+ICLNKTimAErfKTkiCHNa0evkdsYts1g0Ex+JWU7kn14J4yuqoeBORfeIE3JPjtUR0gsx1J7NEF6R3wkm/hQoQPKJf/ip1XTJ6+iqUHSLUjfRBa+wh/QrPN7fYKzZa7rZ...
by sparr
Wed Feb 23, 2022 12:05 am
Forum: Minor issues
Topic: [1.1.53] Undoing removal of a wire connected entity doesn't re-set the correct power pole sprite
Replies: 1
Views: 1176

[1.1.53] Undoing removal of a wire connected entity doesn't re-set the correct power pole sprite

1. Build a medium power pole (A) 2. Build another (B) to the right of it. A's sprite changes to account for the newly connected wire direction, good. 3. Deconstruct B. A's sprite changes back to the original, good. 4. Undo the deconstruction of B. A's sprite should change as in step 2 but does not, ...
by sparr
Tue Feb 22, 2022 8:12 pm
Forum: Minor issues
Topic: [1.1.53] Circuit entities receive their own sent signals twice when using both wires
Replies: 1
Views: 1044

[1.1.53] Circuit entities receive their own sent signals twice when using both wires

Set a train station to send train count on signal C, and enable on C<2. The station will run just fine, until you connect a second color of wire to it. Doesn't matter where the wires go or what else they do. As soon as the station outputs C=1 on both wires it will receive C=1+1 and disable itself. T...
by sparr
Wed Feb 16, 2022 5:23 am
Forum: Not a bug
Topic: [1.1.53] Off-center collision box allows rotation into colliding orientation
Replies: 2
Views: 1352

[1.1.53] Off-center collision box allows rotation into colliding orientation

local entity = table.deepcopy(data.raw["constant-combinator"]["constant-combinator"]) entity.name = "turntable" entity.collision_box = {{0.0, 0.0}, {1.5, 1.5}} data:extend({entity}) This entity has an off-center collision box. If you place it and rotate it such that th...
by sparr
Wed Feb 16, 2022 5:22 am
Forum: Resolved Problems and Bugs
Topic: [1.1.53] Off-center collision box misbehavior when rotating entity
Replies: 2
Views: 2591

[1.1.53] Off-center collision box misbehavior when rotating entity

local entity = table.deepcopy(data.raw["constant-combinator"]["constant-combinator"]) entity.name = "turntable" entity.collision_box = {{0.0, 0.0}, {1.5, 1.5}} data:extend({entity}) This entity has an off-center collision box. Sadly I couldn't make it farther off cente...
by sparr
Wed Feb 16, 2022 4:36 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 299
Views: 158061

Re: 3 and 4 way intersections

they both have the same size, but a wildly different footprint. If we include a size based score, all the square shaped junctions would rank at the top, even though the second shape can often be more "space efficient" as it only uses low value space along the straights. Bounding rectangle...
by sparr
Thu Feb 10, 2022 1:11 pm
Forum: Won't implement
Topic: Curved rail collision box
Replies: 0
Views: 871

Curved rail collision box

I would like to be able to modify the collision boxes for the curved rail (or a custom third rail type, actually). Could they be exposed in the data rather than the dummy 4x4 box there now? { type = "curved-rail", name = "curved-rail", collision_box = {{-2, -2}, {2, 2}}, -- has c...
by sparr
Wed Feb 09, 2022 10:53 pm
Forum: Not a bug
Topic: [1.1.53] Wider wire sprites do not affect vertical wires
Replies: 1
Views: 1016

[1.1.53] Wider wire sprites do not affect vertical wires

https://mods.factorio.com/mod/ThickerLines is a mod that makes the wire sprites thicker/wider/bulkier so they are more visible. It works great, except for vertical wires which stubbornly remain 1 pixel wide. Example: Screenshot_2022-02-09_17-51-40.png Suggested fix: For wires closer to vertical than...

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