Search found 137 matches

by jarcionek
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...
by jarcionek
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!
by jarcionek
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 :)
by jarcionek
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...
by jarcionek
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...
by jarcionek
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?
by jarcionek
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 ...
by jarcionek
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...
by jarcionek
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...
by jarcionek
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...
by jarcionek
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?
by jarcionek
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

posila wrote:
Sun Mar 31, 2019 10:09 pm
I don't understand why it bothers people; I use minimap to know which direction I need to go, not to remind myself if I built a belt line to a copper mine.
Do you think that everyone is like you and everyone uses a minimap for exactly the same reasons as you do...?
by jarcionek
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 ...
by jarcionek
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...
by jarcionek
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...
by jarcionek
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.
by jarcionek
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.
by jarcionek
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. ...

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