Search found 587 matches
- Wed Sep 04, 2019 6:45 pm
- Forum: Modding help
- Topic: teleporting in on_gui_open places cursor on new surface
- Replies: 9
- Views: 1249
Re: teleporting in on_gui_open places cursor on new surface
Sounds like the placing is caused by the player still holding the mouse-button down. As that is a physical input there's not much you can do about it except for delaying the giving-of-the-blueprint? Maybe give them a capsule and use on_put_item to detect when they release the button. ...or clear th...
- Fri Aug 30, 2019 7:04 pm
- Forum: Ideas and Suggestions
- Topic: Spread out trains among stops with shared names by adding a routing penalty per train already heading to a given stop
- Replies: 6
- Views: 1711
Re: Spread out trains among stops with shared names by adding a routing penalty per train already heading to a given sto
Why ? I'm working on a tileable nuclear reactor in sandbox, which is using a fluid-wagon-train-fed water supply. I'll share the save if anyone's interested, but it's still WIP. The trains have a very low margin for unloading time in order to keep the boilers filled with water (which is hardly the o...
- Fri Aug 30, 2019 6:50 pm
- Forum: Outdated/Not implemented
- Topic: read file
- Replies: 29
- Views: 7084
Re: read file
only thing is lua stuff can be also build to inside dll soo technically its still lua code, No, that is "technically" compiled code of some sort, not Lua. Lua is the text syntax, and the VM bytecode, and nothing else. So unless by "inside dll" you mean "the code inside the ...
- Fri Aug 30, 2019 5:41 pm
- Forum: Minor issues
- Topic: [kovarex] [0.17.66] Suboptimal train pathfinding with two curved tracks intersection
- Replies: 26
- Views: 8536
Re: [0.17.66] Suboptimal train pathfinding with two curved tracks intersection
boskid has the right idea. The train starts pathing at the end of the segment it’s in, not counting the distance it needs to travel first to reach that end. Segments are series of connected rail pieces, delineated by switches, signals and stops. Try it with all of them. :) Build order can have an e...
- Fri Aug 30, 2019 5:39 pm
- Forum: Minor issues
- Topic: [kovarex] [0.17.60] Items degroup between splitters
- Replies: 9
- Views: 4213
Re: [0.17.60] Items degroup between splitters
No. Since the items all arrive at the same time, I would expect them to pass through the splitters undisturbed. Instead the first copper and iron plate get ahead when passing through the first splitter. You should probably keep in mind that "the same time" vs at different times is not nec...
- Fri Aug 30, 2019 4:01 pm
- Forum: Show your Creations
- Topic: How do you handle power shortages?
- Replies: 16
- Views: 7536
Re: How do you handle power shortages?
In case your sulfuric acid runs out, your uranium mine is depleted, your nukes eat all your u-235, because what else will you do with the steam engines you already have? Who doesn't have a strategic nuclear fuel reserve? Everyone, at least once. ;) Seriously, though, a backup power source built on ...
- Fri Aug 30, 2019 3:59 pm
- Forum: Show your Creations
- Topic: Deploying large scale mining operations?
- Replies: 8
- Views: 6419
Re: Deploying large scale mining operations?
So I'm inviting everyone to share their methods and ideas for rapid deployment of their large scale mining operations :) https://mods.factorio.com/mod/BigDrills -- one machine, one full belt of the appropriate tier. significantly easier, though they are vastly more polluting and power-hungry than t...
- Fri Aug 30, 2019 3:56 pm
- Forum: Technical Help
- Topic: Can not save or load 3rd autosave
- Replies: 1
- Views: 572
Re: Can not save or load 3rd autosave
You should probably be running a disk check, because that sounds very like a disk corruption problem.
- Fri Aug 30, 2019 3:53 pm
- Forum: Technical Help
- Topic: [0.17.66] Game Crash while initializing
- Replies: 9
- Views: 2151
Re: [0.17.66] Game Crash while initializing
Just a quick check, since it hadn't been mentioned: one thing I found that caused DXGI crashes was that some in-game overlay apps, and some "overclocking / tuning" things like RivaTuner would cause a crash there. They used hooks that broke some driver or other assumption about the state of...
- Fri Aug 30, 2019 3:32 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint usability improvements
- Replies: 1
- Views: 612
Re: Blueprint usability improvements
* Labels are difficult to set in blueprints. Once the text is entered, clicking the green checkmark causes the label to be lost! Only clicking the pencil a second or enter time saves the label. This is inconsistent with editing components or icons, where the green check mark must be clicked for cha...
- Fri Aug 30, 2019 3:24 pm
- Forum: Outdated/Not implemented
- Topic: read file
- Replies: 29
- Views: 7084
Re: read file
it's they decision tho if they want give us more power over the game Mainly they want to prevent crashes/desyncs. And reading random files from the system is *impossible* to make desync free, so it's not going to happen. You can read lua files from your mod directory because that's (within reason) ...
- Fri Aug 30, 2019 3:05 pm
- Forum: Mods
- Topic: [1.1+] [WIP] Sosciencity
- Replies: 15
- Views: 7106
Re: [MOD 0.17+] [WIP] Sosciencity
It's not animated yet, because I don't feel proficient enough in blender. ^^" I die of jealous at your graphical abilities, if this is "not proficient enough" for you. Your standards must be pretty much hitting the top of possible. ;) Seriously, though, this sounds like an interestin...
- Fri Aug 30, 2019 2:56 pm
- Forum: Modding discussion
- Topic: Data Functions Library
- Replies: 15
- Views: 4382
Re: Data Functions Library
Actually, I find the hardest thing with my factorio modding library to be that I don't have a great way to TEST the library. https://github.com/JonasJurczok/faketorio – "Run automatic tests for your mod inside Factorio" The obvious alternative is that you can simply write the tests in Lua...
- Thu Aug 29, 2019 9:09 pm
- Forum: Gameplay Help
- Topic: Stuck on a circuit condition
- Replies: 7
- Views: 2422
Re: Stuck on a circuit condition
And if you want extra control, you can use the previous suggestion using a constant combinator but place a power switch between the constant combinator and the rest of electric network. This means you can turn on/off the power switch instead of a constant combinator, and power switch are available ...
- Thu Aug 29, 2019 9:05 pm
- Forum: Gameplay Help
- Topic: [0.16] Rail Signal Counter
- Replies: 5
- Views: 2359
Re: [0.16] Rail Signal Counter
I don't like using Dual trains back and forth. I know i have to create Parking Lanes. Is there a way to use the Combinators to Count the trains that pass by and when it counts two trains passes by and stores it and subtracts it from the other end or make it reset when or after the two trains exit. ...
- Thu Aug 29, 2019 9:02 pm
- Forum: Gameplay Help
- Topic: [0.17.66] Circuit network: Reading trains done a tick too late
- Replies: 6
- Views: 2267
Re: [0.17.66] Reading trains done too late
However upon entry of the train into the station, all inserters insert at least one item into the train which is in violation of the circuit condition. I remember seeing this behavior long ago, designed my way around it not understanding. FWIW, my personal rule of thumb is that in Factorio you shou...
- Thu Aug 29, 2019 8:58 pm
- Forum: Gameplay Help
- Topic: 3 Belt splitter
- Replies: 17
- Views: 4491
Re: 3 Belt splitter
Would be nice if faster labs would buffer 3 or 4 recipes worth of flasks. It would be nice if the labs would not allow inserters to remove the flasks it was using. It would be nice if the labs would not allow inserters to remove the flasks it was using . ...but at the end of the day, whatever, hone...
- Thu Aug 29, 2019 7:57 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 509399
Re: Simple Questions and Short Answers
I think you mean the logistic network? And yes, you can connect the inserter directly. If they meant the circuit network (as in, reading content of chests or something) the same deal applies. Just connect the circuit wire, and set the enable condition the same way. That only works if you have a sin...
- Thu Aug 29, 2019 7:53 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint window interface improvements
- Replies: 15
- Views: 3716
Re: Blueprint window interface improvements
Oh, right, my bad - I assumed that it was about just not making the wooden poles any more. Though if the change gets any complex, aren't you better off starting from scratch anyway ? I think it started from there, kinda. I believe that is such a tiny subset of the total set of changes, though, that...
- Thu Aug 29, 2019 7:49 pm
- Forum: Ideas and Suggestions
- Topic: Wheel Scrolling on Blueprint Book
- Replies: 13
- Views: 3738
Re: Wheel Scrolling on Blueprint Book
I guess so, but not so much for folks that go bottom-to-top, if any ? Anyway, if it's a grid, up should go up, regardless of numbering. (Tab/Shit+Tab might be a better example ?) It's been more years than my memory can handle since I worked on the table widgets in a GUI toolkit, but my vague recoll...