Search found 1330 matches

by sparr
Wed Feb 09, 2022 6:46 pm
Forum: Questions, reviews and ratings
Topic: Train Mods Roundup
Replies: 5
Views: 9151

Train Mods Roundup

Trains in vanilla Factorio are quite useful, especially since the train limit feature was introduced. There are, however, some areas in which they fall short. Dealing with many trains can be tedious in the default UI. Sometimes you want or need smarter control over train behavior, especially when pl...
by sparr
Mon Feb 07, 2022 5:40 pm
Forum: Ideas and Suggestions
Topic: Train station skipping conditions
Replies: 143
Views: 64940

Re: Train station skipping conditions

https://mods.factorio.com/mod/TrainSkipFulfilledStation
https://mods.factorio.com/mod/BetterTrainBehavior
seem to do most of what I originally requested here, with every train skipping stations whose conditions are already met.
by sparr
Fri Jan 28, 2022 5:37 pm
Forum: Implemented mod requests
Topic: Add fluid system number read to LuaFluidBox
Replies: 6
Views: 2447

Re: Add fluid system number read to LuaFluidBox

Raiguard wrote:
Fri Jan 28, 2022 1:12 am
my Pipe Visualizer mod.
You, sir, are a terrible tease.
by sparr
Wed Jan 19, 2022 10:39 pm
Forum: Ideas and Suggestions
Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
Replies: 22
Views: 4392

Mod grouping by author or "pack"

I would like to be able to collapse my mod list into groups by author or keyword or category or perhaps even a new metadata field to identify mod packs. I find it takes a lot of time to find mods I want to enable or disable or check on in a long list, but the list could be much shorter if I could co...
by sparr
Mon Jan 17, 2022 9:53 pm
Forum: Mod portal Discussion
Topic: The mod portal was a nice experiment... end it please?
Replies: 74
Views: 34913

Re: The mod portal was a nice experiment... end it please?

The nice thing about the mod portal is that you've got something like a mini-forum for each mod, where announcements, questions, bug reports etc. The terrible thing about the mod portal is that you've got something like a mini-forum, and the devs need to reinvent every single forum-related wheel or...
by sparr
Mon Jan 17, 2022 6:25 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 299
Views: 157974

Re: 3 and 4 way intersections

I'd like to see some standardized labeling in the main list to differentiate between intersections where each incoming rail can or can't get to each outgoing rail. At the moment we only include intersection where every incoming lane can go to every direction. But do you mean lanechangers or not? On...
by sparr
Mon Jan 17, 2022 7:04 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 299
Views: 157974

Re: 3 and 4 way intersections

I'd like to see some standardized labeling in the main list to differentiate between intersections where each incoming rail can or can't get to each outgoing rail.
by sparr
Tue Jan 11, 2022 1:38 am
Forum: Technical Help
Topic: Why do my lab tiles have noise in the texture?
Replies: 6
Views: 1993

Re: Why do my lab tiles have noise in the texture?

So even if I'm using 32-bit color, there's probably still some 16-bit conversion going on during texture compression?
by sparr
Sun Jan 09, 2022 5:24 pm
Forum: Technical Help
Topic: Why do my lab tiles have noise in the texture?
Replies: 6
Views: 1993

Re: Why do my lab tiles have noise in the texture?

Based on a screenshot from someone on Discord, the #303030 -> #313031 problem seems to happen across OSes and video card brands. That points me at least a little back in the direction of a Factorio bug?
by sparr
Sun Jan 09, 2022 5:00 pm
Forum: Technical Help
Topic: Why do my lab tiles have noise in the texture?
Replies: 6
Views: 1993

Re: Why do my lab tiles have noise in the texture?

Thanks! It was 16 bit color mode. And this prompts further concern. The actual tile graphics are colors #303030 and #1b1b1b. In full color mode, in-game, they render as #313031 and #1b1b1b, so the brighter one is already wonky right there and I'd like to know why. Then in 16-bit mode, I guess I can ...
by sparr
Sun Jan 09, 2022 3:23 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 299
Views: 157974

Re: 3 and 4 way intersections

LHD 4-tile-gap 32x32 roundabout with diagonally symmetric interior. Scores 43 (47/36/47) Can't be built in RHD. Better score than anything in the top post with this spacing and footprint. Screenshot_2022-01-08_22-19-01.png 0eNqlmslu4zAMht9FZzcQRa15jLkOikEWo2MgdYosxRRF3n2cpkgdl45J9hgj/kT/5ir53Sw3x/pl...
by sparr
Sun Jan 09, 2022 12:46 am
Forum: Technical Help
Topic: Why do my lab tiles have noise in the texture?
Replies: 6
Views: 1993

Why do my lab tiles have noise in the texture?

Why do lab tiles render with this weird pattern for me, when they are solid colors in the texture file and other people's screenshots?
Screenshot_2022-01-08_19-45-22.png
Screenshot_2022-01-08_19-45-22.png (5.27 KiB) Viewed 1993 times
by sparr
Sat Jan 01, 2022 2:37 pm
Forum: Modding help
Topic: Equivalent of .selected that includes cliffs?
Replies: 1
Views: 609

Re: Equivalent of .selected that includes cliffs?

Thanks to @Honktown#2912 on Discord for suggesting a temporary workaround to change selectable_in_game = false, to selectable_in_game = true, in the cliff prototype definition (__base__/prototypes/entity/entities.lua), or by writing a small mod to do the same, so that LuaControl.selected will intera...
by sparr
Sat Jan 01, 2022 2:34 pm
Forum: Modding interface requests
Topic: Writeable entity.cliff_orientation
Replies: 0
Views: 516

Writeable entity.cliff_orientation

Currently I need to delete cliffs and re-create them to change their orientation. It would be helpful if I could just edit the orientation and then update_connections() the entity.
by sparr
Sat Jan 01, 2022 5:04 am
Forum: Implemented mod requests
Topic: Cliff connection information
Replies: 1
Views: 887

Cliff connection information

Two cliffs with the same location and cliff_orientation have different size and sprite depending on which directions they connect to other cliffs. However, that connection information doesn't seem to be visible in the API. I'd like to be able to query it, perhaps as LuaEntity.cliff_connections refer...
by sparr
Sat Jan 01, 2022 5:00 am
Forum: Modding help
Topic: Equivalent of .selected that includes cliffs?
Replies: 1
Views: 609

Equivalent of .selected that includes cliffs?

I am trying to debug a mod that creates new cliffs based on existing cliffs. It is maddeningly difficult to identify a single cliff entity that I'm looking at. If game.player.selected recognized cliffs it would be trivial. Is there a way I can emulate this, perhaps by finding entities whose bounding...
by sparr
Sun Oct 18, 2020 7:18 am
Forum: Minor issues
Topic: [1.0.0] Typing while dragging to select in a text field selects newly typed text
Replies: 3
Views: 1504

Re: [1.0.0] Typing while dragging to select in a text field selects newly typed text

Without checking all of them, I can confidently say this is not the interaction paradigm in tens of thousands of other gui applications with textboxes and a mouse cursor, not lease being the web browser I'm typing in right now.
by sparr
Sat Oct 03, 2020 6:29 pm
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 17
Views: 3802

Re: [1.0.0] more trains fit between signals than the preview shows on c

Why doesn't the internal code use >41 instead of >=42? That's what I still don't understand. What would break or be inaccurate if we did that?
by sparr
Sat Oct 03, 2020 6:20 am
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 17
Views: 3802

Re: [1.0.0] more trains fit between signals than the preview shows on c

Thank you for helping explain how the current calculation works. That does not change the fact that the current calculation does not match the relevant game mechanics. Screenshot-2020-10-02-231810.png Notice the green signal. When the train stops in the given position, the block behind it is not occ...
by sparr
Fri Oct 02, 2020 6:22 pm
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 17
Views: 3802

Re: [1.0.0] more trains fit between signals than the preview shows on c

The point of this bug report is that the check is faulty. The current implementation of the check reports that a rolling stock will not be entirely inside a rail block when it actually will be. I definitely don't have enough insight into the game code to understand why it's wrong, I can just see in ...

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