Search found 137 matches
- Sat Apr 06, 2019 9:40 pm
- Forum: Modding help
- Topic: How to assign mouse wheel custom input?
- Replies: 2
- Views: 989
How to assign mouse wheel custom input?
This wiki says that mouse wheel doesn't work for custom inputs: https://wiki.factorio.com/Prototype/CustomInput If I assign key sequence "mouse-wheel-up" or "MOUSE_WHEEL_UP" - the game doesn't recognise it. However, if user assigns this control themselves, everything works as exp...
- Sat Apr 06, 2019 7:09 pm
- Forum: Modding help
- Topic: Dependency between mod settings
- Replies: 8
- Views: 1258
Re: Dependency between mod settings
Nice! Thanks a lot!
- Sat Apr 06, 2019 7:05 pm
- Forum: Modding help
- Topic: Dependency between mod settings
- Replies: 8
- Views: 1258
Re: Dependency between mod settings
Thanks. I was already thinking that I can print a message to the player, but the idea of using different value internally is great. I will have to do some code refactoring, because currently I have calls to player.mod_settings all over the place
- Sat Apr 06, 2019 6:38 pm
- Forum: Modding help
- Topic: Dependency between mod settings
- Replies: 8
- Views: 1258
Dependency between mod settings
I have two numbers in my mod settings, one should be greater than the other - is it possible to set its minimum value to the value of the other one? Alternatively, this is a runtime-per-player setting so I could check it in on_configuration_changed action and set it to a different value, however all...
- Fri Apr 05, 2019 9:03 pm
- Forum: Mods
- Topic: [MOD 0.17.24+] Zooming Reinvented
- Replies: 0
- Views: 441
[MOD 0.17.24+] Zooming Reinvented
mod portal: https://mods.factorio.com/mod/ZoomingReinvented source code: https://github.com/Jarcionek/Factorio-Zooming-Reinvented Short description This mod allows to heavily customise the zooming behaviour, in particular it allows to: change how far you can zoom out (and still see the world) change...
- Wed Apr 03, 2019 8:52 pm
- Forum: Modding help
- Topic: How to access selection of 0.17 quickbar?
- Replies: 1
- Views: 494
How to access selection of 0.17 quickbar?
Is there any way to check what quickbar item is currently selected or any event when player (de)selects an item on the quickbar?
- Wed Apr 03, 2019 6:56 pm
- Forum: Mods
- Topic: [MOD 0.17] Quick Deconstruct
- Replies: 0
- Views: 390
[MOD 0.17] Quick Deconstruct
Mark for deconstruction a selected entity with a single key stroke! Just hover over the building and hit DELETE (configurable) and your robots will do the rest. https://raw.githubusercontent.com/Jarcionek/Factorio-Quick-Deconstruct/master/thumbnail.png https://mods.factorio.com/mod/QuickDeconstruct ...
- Wed Apr 03, 2019 6:54 pm
- Forum: Gameplay Help
- Topic: How to mark selected building for deconstruction?
- Replies: 4
- Views: 2166
Re: How to mark selected building for deconstruction?
Thanks for the idea, but that's even more work than hitting ALT+D and it also wastes the space in my inventory. I deconstruct different items in different places, so I cannot just set one filter and be done with it. Anyway, I just released a simple mod that adds this functionality: https://mods.fact...
- Wed Apr 03, 2019 10:27 am
- Forum: Not a bug
- Topic: [bug related to version change] blueprint-storage-backup.dat gets overriden
- Replies: 5
- Views: 1119
Re: [bug related to version change] blueprint-storage-backup.dat gets overriden
I don't think this comparison is good. Log is not something that player cares about. Blueprint library on the other hand contains player's creations. The issue is better compared to deleting all users save files on version change. Why do you override existing backup rather than creating another back...
- Wed Apr 03, 2019 9:56 am
- Forum: Not a bug
- Topic: [bug related to version change] blueprint-storage-backup.dat gets overriden
- Replies: 5
- Views: 1119
Re: [bug related to version change] blueprint-storage-backup.dat gets overriden
the game has no way to know if the previous "invalid" file should be kept - since it's invalid it defaults to "no". My point being - the game shouldn't delete something it doesn't know. It should create a new backup file instead (backup2.dat, backup3.dat and so on, or whatever o...
- Wed Apr 03, 2019 9:53 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] Performance drop when hovering over roboports in large logistic networks
- Replies: 12
- Views: 4163
- Wed Apr 03, 2019 7:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] Performance drop when hovering over roboports in large logistic networks
- Replies: 12
- Views: 4163
Re: [0.17.23] Performance drop when hovering over roboports in large logistic networks
Wow, that's amazing now. The FPS doesn't drop by even a bit!
As a developer, I am curious what the issue was? Are you able to share some technical details?
As a developer, I am curious what the issue was? Are you able to share some technical details?
- Wed Apr 03, 2019 7:01 am
- Forum: Minor issues
- Topic: [0.12.20]Missing belt lines from mini-map
- Replies: 10
- Views: 10437
Re: [0.12.20]Missing belt lines from mini-map
Do you think that everyone is like you and everyone uses a minimap for exactly the same reasons as you do...?
- Tue Apr 02, 2019 9:22 pm
- Forum: Not a bug
- Topic: [0.17.24] CustomInput.consumes does nothing
- Replies: 3
- Views: 672
Re: [0.17.24] CustomInput.consumes does nothing
Ok, thanks.
- Tue Apr 02, 2019 9:07 pm
- Forum: Not a bug
- Topic: [0.17.24] CustomInput.consumes does nothing
- Replies: 3
- Views: 672
Re: [0.17.24] CustomInput.consumes does nothing
Never mind, it should have been "consuming" and not "consumes". Shouldn't the game fail to load such mod, saying that it's an unknown key? Also, I can see that option such as "all" still works, as per the post I linked, but the modding API and wiki don't list it. Can I ...
- Tue Apr 02, 2019 9:02 pm
- Forum: Not a bug
- Topic: [0.17.24] CustomInput.consumes does nothing
- Replies: 3
- Views: 672
[0.17.24] CustomInput.consumes does nothing
I am not sure whether it's a bug or I am just being an idiot and don't understand what I am reading. I am looking at these sources: https://wiki.factorio.com/Types/ConsumingType https://lua-api.factorio.com/latest/LuaCustomInputPrototype.html https://forums.factorio.com/viewtopic.php?t=30644 I am tr...
- Tue Apr 02, 2019 8:51 pm
- Forum: Not a bug
- Topic: [bug related to version change] blueprint-storage-backup.dat gets overriden
- Replies: 5
- Views: 1119
[bug related to version change] blueprint-storage-backup.dat gets overriden
Steps to reproduce: 1. Update the game to version 0.17.24 2. Revert back to 0.17.23 and start a new game - the blueprint-storage.dat located at AppData/Roaming/Factorio will get renamed to blueprint-storage-backup.dat 3. Revert back to 0.17.22 and start a new game - the blueprint-storage.dat will ov...
- Tue Apr 02, 2019 7:07 pm
- Forum: Gameplay Help
- Topic: How to mark selected building for deconstruction?
- Replies: 4
- Views: 2166
Re: How to mark selected building for deconstruction?
Thanks. And is there a simple mod that does that? I couldn't find one.
- Tue Apr 02, 2019 6:59 pm
- Forum: Releases
- Topic: Version 0.17.24
- Replies: 24
- Views: 17053
Re: Version 0.17.24
Not available on Steam.
0.17.x doesn't update and 0.17.24 is not showing on the list of experimental versions.
0.17.x doesn't update and 0.17.24 is not showing on the list of experimental versions.
- Tue Apr 02, 2019 6:57 pm
- Forum: Gameplay Help
- Topic: How to mark selected building for deconstruction?
- Replies: 4
- Views: 2166
How to mark selected building for deconstruction?
I would like to hover over a building, hit DELETE and make my robots deconstruct it. Currently, I have to use ALT+D to get a deconstruction blueprint, select an area, and then I end up deconstructing the tiles behind the building instead or deconstruct the building together with adjacent buildings. ...