Search found 229 matches
- Sun May 31, 2020 4:43 pm
- Forum: Modding interface requests
- Topic: Ability to filter technology_prototypes by effect?
- Replies: 0
- Views: 424
Ability to filter technology_prototypes by effect?
Could get_filtered_technology_prototypes be extended to support a filter something like the following? local technologies_that_unlock_recipe = game.get_filtered_technology_prototypes{ { filter = "effects" elem_filters = { { type = "unlock-recipe" recipe = "bake-me-a-cake&quo...
- Sat May 30, 2020 10:39 am
- Forum: Implemented mod requests
- Topic: reference to LuaEquipmentGridPrototype from LuaEntityPrototype?
- Replies: 1
- Views: 761
reference to LuaEquipmentGridPrototype from LuaEntityPrototype?
Could we please have a link from LuaEntityProtoype that points to the matching LuaEquipmentGridPrototype? I'm currently scanning every surface for every vehicle or rolling stock, looking for any entities that have equipment grids. It would be more effective if I could first find all entity prototype...
- Sat May 30, 2020 4:14 am
- Forum: Pending
- Topic: Fails to restart after adding mods and updating
- Replies: 4
- Views: 1305
Re: Fails to restart after adding mods and updating
Here's a copy of my current/previous logs when this occurred. Immediately before this I: Upgraded some mods, and installed some other mods. Restarted Factorio. Synced mods with save. Factorio closed, but did not restart. Well, obviously it started, given the log file, but it did not manage to open a...
- Sat May 23, 2020 3:48 am
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 54275
Re: Friday Facts #348 - The final GUI update
Perhaps a cut-away icon of a single cylinder would look good for the engine, given that we rarely use just the one engine for anything? Logically, you would be constructing a v20 engine out of individual single-cylinder sub-assemblies when you build a locomotive, for example.
- Sun May 03, 2020 4:10 am
- Forum: News
- Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
- Replies: 48
- Views: 21375
Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle
As far as I can tell, the particle looks to be made from the artillery shellcartridge with the projectile removed, though, I think that we need a new projectile sprite; in the video, it looks like the projectile is dragging the case along, which is now also being ejected by the cannon.
- Mon Mar 23, 2020 2:27 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 90847
Re: Friday Facts #339 - Beacon HR + Redesign process
Perhaps something like a 3x3 area with a random collection of outdoor equipment cabinets (ideally visually distinct based on the installed modules), with cables running between them and to the edges of the sprite, with junction boxes on the edges; the junction boxes would overlap for rows/columns of...
- Sat Feb 08, 2020 11:16 pm
- Forum: News
- Topic: Friday Facts #333 - Terrain scrolling
- Replies: 40
- Views: 19904
Re: Friday Facts #333 - Terrain scrolling
Depending on how complicated the tile transition rules are, could you not have a texture with 1 pixel/tile that stored the tile variation number, then have a shader use that to index into the tile texture during rendering? More or less a sharp-edged displacment map. I suspect that it might go faster...
- Sun Jan 19, 2020 9:58 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 38711
Re: Friday Facts #330 - Main menu and File Share Shenanigans
It sounds like you want HA (high availability) for your file server, not just RAID. I assume all of the NAS vendors support HA, Synology does at least. Do you have a UPS for the NAS? It could be dirty power, which the NAS isn't designed for because it assumes it will be hooked up to a UPS, while PC ...
- Sat Jan 04, 2020 12:43 am
- Forum: Modding discussion
- Topic: Dealing with large operations in a single tick.
- Replies: 14
- Views: 4323
Re: Dealing with large operations in a single tick.
Perhaps a 'charging' animation as the teleporter winds up, giving you time to do stuff. You'd need to check the player is still present when the charging phase is done, of course.
- Sat Dec 28, 2019 10:12 am
- Forum: Outdated/Not implemented
- Topic: Enable coroutines in data phase?
- Replies: 9
- Views: 3754
Re: Enable coroutines in data phase?
I did some searching. I wrote a mod that I haven't published as it's kind of fragile, that calculates crafting recipes that consume and produces barrels of fluid while also applying productivity (in the form of productivity modules used as catalysts). I wanted to calculate the cartesian product of b...
- Sat Dec 28, 2019 9:26 am
- Forum: Outdated/Not implemented
- Topic: Enable coroutines in data phase?
- Replies: 9
- Views: 3754
Re: Enable coroutines in data phase?
Um. It's not possible to have prior examples of coroutines for Factorio use-cases because you can't have a working example, because coroutines are disabled? After having thought about things a little, I'm fairly certain that the rosetta code example is something I actually did write for Factorio and...
- Sat Dec 28, 2019 7:43 am
- Forum: Ideas and Suggestions
- Topic: Add Option to enable Quick Play menu
- Replies: 2
- Views: 766
Re: Add Option to enable Quick Play menu
Wouldn't it feasible to just have a 'Continue' entry as the first (and default) entry in the main menu, and have that either load your last single-player save, or reconnect to your last multiplayer session? In that case, once the main menu has loaded, you only need hit enter to start playing. As far...
- Sat Dec 28, 2019 7:21 am
- Forum: Outdated/Not implemented
- Topic: Enable coroutines in data phase?
- Replies: 9
- Views: 3754
Re: Enable coroutines in data phase?
For example Cartesian product in Lua , which has a functional, coroutine-based, and iterative implementation. Of the three the coroutine-based one is simpler; you don't have as much scaffolding around the algorithm to confuse the reader about what's going on. I can just read the code, and I recognis...
- Sat Dec 28, 2019 2:25 am
- Forum: Spread the Word
- Topic: Factorio need IRL Stuff (Merchandise).
- Replies: 73
- Views: 50057
Re: Factorio need IRL Stuff (Merchandise).
I don't know if there are other concerns around it, but in theory, for printed merchandise, creating an official Wube account on DeviantArt, or Redbubble, or Shapeways, or CafePress, and uploading images/STL files with the correct privileges would allow people to order their own t-shirts, mugs, stic...
- Sat Dec 28, 2019 2:11 am
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 53435
Re: Friday Facts #327 - 2020 Vision
I would think that the most effective form of tutorial would be something like a quest list, pre-populated with the steps you can follow to go from hand-mining to launching a rocket, with each step linking to an actual tutorial that walks you through how to achieve it, possibly launching a laborator...
- Sat Dec 28, 2019 12:29 am
- Forum: Modding interface requests
- Topic: Explicit errors for removed Lua features
- Replies: 1
- Views: 694
Explicit errors for removed Lua features
TL;DR It would be nice if the Lua environment would immediately error when attempting to use a removed feature. What? As an example, coroutines are disabled in the control phase, but the error when attempting to use them didn't actually state that, and I had to look around on the forum to find out ...
- Sat Dec 28, 2019 12:22 am
- Forum: Outdated/Not implemented
- Topic: Enable coroutines in data phase?
- Replies: 9
- Views: 3754
Enable coroutines in data phase?
TL;DR Allow using coroutines in the data phase. What? If re-enabling coroutines is simple, eg. omitting coroutine = nil, it would be nice to have them available in the data phase. Why? From the posts on the forum, I believe that coroutines were removed from the Lua interpreter as there was no way t...
- Sat Jul 20, 2019 1:05 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 210949
Re: Friday Facts #304 - Small bugs; Big changes
I think that what would be most nifty is to have a fractionating column powered by heat, and a heat-producer that burns all oils. To bootstrap, you burn crude, then later you burn any product you don't want; basically using the burner as a flare stack. Perhaps also a low-temp heat exchanger? Later s...
- Thu Jul 11, 2019 12:21 am
- Forum: Modding interface requests
- Topic: Ability to whitelist LuaPlayer::connect_to_server() servers
- Replies: 1
- Views: 1018
Re: Ability to whitelist LuaPlayer::connect_to_server() servers
Alternatively, could a notion of a cluster be added; if you connect to a server that's part of a cluster, it allows transfer to other nodes in that cluster.
- Sat Jul 06, 2019 2:50 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 884852
Re: 4-way intersections: Throughput and deadlocks [image heavy]
I ran Rail bridge interchange with no shared track (rail bridges mod) through throughput testing, and here's a summary of the results: Equal: 46 TPM Planned RHD: 48 TPM Planned LHD: 47 TPM Left Only: 66 TPM Right Only: 75 TPM U-Turn and Lane Switch: N/A 3 Way Equal: N/A : N/A Left Only Nuclear: 79 T...