Search found 34 matches

by saors
Tue Oct 30, 2018 8:57 pm
Forum: Ideas and Suggestions
Topic: Group Electrical Grids As Logistical Grids Are
Replies: 6
Views: 2195

Re: Group Electrical Grids As Logistical Grids Are

I would defer to the devs, as I don't know the limitations, but I would assume they would be counted separately and then merged once connected.

when you click on a pole currently that has a disconnected switch, they are counted separately, so consistency is preferred.
by saors
Fri Oct 26, 2018 6:22 pm
Forum: Ideas and Suggestions
Topic: Group Electrical Grids As Logistical Grids Are
Replies: 6
Views: 2195

Group Electrical Grids As Logistical Grids Are

Problem: Playing, I realized the only time I can look at the electrical grid is by clicking on one of the poles. There's no hotkey for the grid like there is for Logistics. If I place down a blueprint of solar panels with some accumulators and it's 1 tile off of being connected to my base, I wouldn'...
by saors
Fri Apr 06, 2018 9:40 pm
Forum: Modding discussion
Topic: What to do with entities after uninstall
Replies: 28
Views: 6657

Re: What to do with entities after uninstall

Re the first though, yeah, of course :P but if support for the mod stops and starts negatively affecting gameplay... as per second thought: I had thought about doing it during uninstall, but the drawbacks you listed are exactly why I didn't think it was a good idea. It really wouldn't be too complic...
by saors
Fri Apr 06, 2018 5:41 pm
Forum: Modding discussion
Topic: What to do with entities after uninstall
Replies: 28
Views: 6657

Re: What to do with entities after uninstall

I also want to add that this is important because unless the mod creator includes something like the previously linked mod does, it could potentially ruin your game. Imagine if you had something that upgraded all of your logistics and then you uninstall it because it's out of date or because of a bu...
by saors
Fri Apr 06, 2018 5:28 pm
Forum: Modding interface requests
Topic: Forbid specific fluid going through pipe & tank
Replies: 5
Views: 1931

Re: Forbid specific fluid going through pipe & tank

I would propose this: Devs add a filter to the entity connections. Instead of filtering what can go in the pipe, you filter what can be connected to the pipe. So you would add this filter to the buildings, only whitelisting other buildings from your mod or any of your custom pipes to be connected. A...
by saors
Fri Apr 06, 2018 4:53 pm
Forum: Modding discussion
Topic: What to do with entities after uninstall
Replies: 28
Views: 6657

What to do with entities after uninstall

I was looking at https://mods.factorio.com/mod/BetterBots and in the description, the author states that if you use this mod and place down the entities (which are upgraded roboports) and then uninstall the mod, the roboports will be deleted. I've experienced this personally with a different mod (th...
by saors
Sun Mar 18, 2018 1:53 am
Forum: Already exists
Topic: Add event on_blueprint_placed
Replies: 7
Views: 2773

Re: Add event on_blueprint_placed

Please ignore this post. I've made a huge mistake and wasn't filtering properly, which was allowing a complex method to be ran every time an entity was built...

I'm very sorry :shock: :( :oops: , thanks for the responses though!
by saors
Sun Mar 18, 2018 1:18 am
Forum: Already exists
Topic: Add event on_blueprint_placed
Replies: 7
Views: 2773

Re: Add event on_blueprint_placed

Thank you for the quick responses. I don't currently have logic for if it's a blueprint or not, which is the problem. If a player places a 300 entity blueprint, the event (on_built_entity) is called 300 times (very quickly) causing severe lag. I don't think my suggestion will help anyway, as even if...
by saors
Sun Mar 18, 2018 12:15 am
Forum: Already exists
Topic: Add event on_blueprint_placed
Replies: 7
Views: 2773

Re: Add event on_blueprint_placed

The problem I'm currently experiencing with player_built_entity is that if you do calculations on the location that the individual entity within a blueprint is placed, then you get severe lag (especially on servers) as the calculation is being done on each entity. If the blueprint is large enough, p...
by saors
Sat Mar 17, 2018 11:22 pm
Forum: Already exists
Topic: Add event on_blueprint_placed
Replies: 7
Views: 2773

Add event on_blueprint_placed

It'd be nice if there was an event for when the player placed a blueprint. This event would give info like the bounding box of the blueprint and what surface the blueprint was placed on. Other details might be nice too, but I don't need them specifically... (like read the blueprint contents or what ...
by saors
Thu Sep 28, 2017 11:23 pm
Forum: Ideas and Suggestions
Topic: Ability to draw on map
Replies: 45
Views: 12568

Re: Ability to draw on map

@quyxkh , yeah, I know about chart tags. They're great for doing simple "this is where things are" or "this is where things will be" but the issue with them is it's hard to express area/perimeter. If you're trying to convey where a wall should start, a point (tag) is fine. If you...
by saors
Tue Sep 26, 2017 7:25 pm
Forum: Ideas and Suggestions
Topic: Ability to draw on map
Replies: 45
Views: 12568

Ability to draw on map

tl;dr/what: I would really like the ability to draw on the map. Why: To help with larger-scale planning that blue-prints aren't quite good for as well as keep everyone focused on different goals. How this would work: https://i.imgur.com/tjJSPil.png Different Maps are listed on the left. Each is togg...
by saors
Wed May 17, 2017 5:56 pm
Forum: Ideas and Suggestions
Topic: Smarter Bot Charge Queue
Replies: 7
Views: 2309

Re: Smarter Bot Charge Queue

The logistic bots are optimized for using low amount of CPU. All that calculations take a while, by adding low gameplay-value. What I found much more useful in my games was adding a mod that adds small charging-only roboports. :) And THAT I would find indeed a useful addition to the game, cause it ...
by saors
Wed May 17, 2017 12:15 am
Forum: Ideas and Suggestions
Topic: Smarter Bot Charge Queue
Replies: 7
Views: 2309

Smarter Bot Charge Queue

I think that bots should be smarter when it comes to queueing to be charged. Instead of all circling around the closest roboport, they should calculate their position in line and how long it will be before they can charge. Once a bot has that time it will then check if there are any other roboports ...

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