Already suggested a few times:
viewtopic.php?f=6&t=86464&p=501268
viewtopic.php?f=6&t=51331&p=401266
Search found 491 matches
- Sun May 05, 2024 4:03 pm
- Forum: Ideas and Suggestions
- Topic: integrating the "alt-mode" into the default graphics
- Replies: 39
- Views: 8623
- Mon Apr 22, 2024 1:59 pm
- Forum: Bob's mods
- Topic: Is it possible to remove alien relics from the earth with a terminal command?
- Replies: 1
- Views: 167
Re: Is it possible to remove alien relics from the earth with a terminal command?
If you want to destroy all items on the ground - /c for _, item in pairs(game.player.surface.find_entities_filtered{name="item-on-ground"}) do item.destroy() end If you want to destroy only items on the ground that contain a specific item (like the alien relics): /c for _, item in pairs(ga...
- Sat Apr 06, 2024 5:52 pm
- Forum: Outdated/Not implemented
- Topic: Multithreading by surface
- Replies: 8
- Views: 839
Re: Run large multi-surface maps across a local cluster.
Already suggested many times and can't be done since things can interact between surfaces - scripts can interact with anything anywhere at any time, and entities can have cross-surface connections.
Ref: viewtopic.php?f=71&t=111062
Ref: viewtopic.php?f=71&t=111062
- Fri Mar 22, 2024 11:50 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 129
- Views: 17716
Re: Friday Facts #403 - Train stops 2.0
Was one of the annoyances you found, “train stop names” in blueprints are not included by default? If you copy a station and turn it into a blueprint, that saves the train stop names but taking a new blueprint doesn’t, this is inconsistent and very annoying It'd be nice if blueprints always saved s...
- Sat Mar 16, 2024 4:31 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23745
Re: Friday Facts #402 - Lightspeed circuits
The final changes to make everything function correctly took about 1 hour to write, and worked correctly the first try. That's not supposed to happen and left me with doubts. There's nothing scarier than code that works the first try, for the simple fact it's much less likely that you wrote it perf...
- Sun Mar 03, 2024 4:06 am
- Forum: Modding help
- Topic: Creating Player Only Equipment
- Replies: 5
- Views: 334
Re: Creating Player Only Equipment
Equipment placement is based on the categories of the equipment and the grid - if any category is shared between them, it can fit. So basically you'd want to make a new category just for your equipment, then find all the equipment grid prototypes used in people armor and add that category to it. Sin...
- Sat Feb 24, 2024 5:41 pm
- Forum: Not a bug
- Topic: [1.1.104] No victory screen after first Rocket Launch
- Replies: 9
- Views: 728
Re: [1.1.104] No victory screen after first Rocket Launch
I'm surprised that if a mod was loaded for this save that achievements are still working for me. Game only checks if mods are currently loaded when deciding to use the modded list, only console commands check for a flag thats permanently set. It's simpler. I've attached a version of the save that s...
- Sun Jan 28, 2024 4:33 pm
- Forum: Gameplay Help
- Topic: "Cannot connect systems with different fluids" when trying to manually place pipe. Bot can place pipe fine.
- Replies: 3
- Views: 547
Re: "Cannot connect systems with different fluids" when trying to manually place pipe. Bot can place pipe fine.
You've got heavy oil pipes from refineries feeding into your crude oil system. Probably from before you switched fluids.
They're off due to no heavy oil for the cracking but their fluid boxes are still connected.
Might be some others but those I found.
They're off due to no heavy oil for the cracking but their fluid boxes are still connected.
Might be some others but those I found.
- Sun Jan 14, 2024 5:05 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 229
- Views: 47738
- Mon Nov 27, 2023 5:07 pm
- Forum: Ideas and Suggestions
- Topic: New Folder button in save/load game screen
- Replies: 1
- Views: 254
- Mon Nov 13, 2023 4:33 pm
- Forum: Ideas and Suggestions
- Topic: Roboport Improvements
- Replies: 17
- Views: 1433
Re: Roboport Improvements
- In FFF #377; there was an announcement between the lines "We have increased the big electric pole range to 32 to go along with this." It would be very convenient to have a roboport supply range of 64x64 instead of 50x50 So each roboport can fully cover 4 chunks. They would also align pe...
- Sun Nov 05, 2023 1:12 am
- Forum: Duplicates
- Topic: [1.1.94] Missing inserter highlight when I hover over a tile receiving from it
- Replies: 1
- Views: 304
Re: [1.1.94] Missing inserter highlight when I hover over a tile receiving from it
Been reported before and is a won't fix due to performance implications: viewtopic.php?f=58&t=69475&p=423264&hil ... ht#p423264
- Sat Nov 04, 2023 1:09 am
- Forum: Technical Help
- Topic: Rolling back a game update removes all achievements
- Replies: 10
- Views: 1204
Re: Rolling back a game update removes all achievements
It was moved because it's not a bug. Previous versions can't load files from later versions, and that includes the achievement list. That is intended and that's how it's working.
If you want to run different versions, you can use the stand-alone zip version from the website.
If you want to run different versions, you can use the stand-alone zip version from the website.
- Wed Oct 25, 2023 2:29 am
- Forum: Technical Help
- Topic: Last User shows my steam username and not my LAN player name
- Replies: 7
- Views: 816
Re: Last User shows my steam username and not my LAN player name
As title describes. When hovering over an entity, the Last User shows my steam username (the unchangeable one) instead of the LAN player name (the one that's synced with the steam account name). I believe the name shown in game is only dependent on your factorio account, NOT your steam name. My in-...
- Wed Oct 11, 2023 10:56 pm
- Forum: Modding help
- Topic: modifying another mod's control.lua values to a variable
- Replies: 4
- Views: 491
Re: modifying another mod's control.lua values to a variable
You can't. Every mod has it's own LUA sandbox, and they can't interact with each other that way. Really the only way a mod can interact with another one is by requiring files from a mod to copy some of its stuff, or by using an interface that a mod defined which is then called.
- Sun Oct 08, 2023 12:18 am
- Forum: Not a bug
- Topic: [1.1.91] --dump-data outputs some values with an excesive number of decimal places
- Replies: 4
- Views: 483
Re: [1.1.91] --dump-data outputs some values with an excesive number of decimal places
They are floating point values. There is going to be some slight drift because you can't store those exact values in a float, only a very close approximation. Anything that rounds it to a couple of decimal places is going to get the original value back in almost every case.
- Thu Sep 21, 2023 1:15 am
- Forum: Modding interface requests
- Topic: "detecting" resources
- Replies: 2
- Views: 439
Re: "detecting" resources
You could manage it with non-selectable resources that you swap with the normal resource once it's been 'discovered' by whatever method. Just use an empty file for the pictures. IIRC the sector scanning event tells you what radar did the scanning so you could work with that. Not sure what happens if...
- Sun Sep 17, 2023 6:54 pm
- Forum: Outdated/Not implemented
- Topic: Space Age: will different planets be on different threads?
- Replies: 6
- Views: 1255
Re: Space Age: will different planets be on different threads?
Devs said it, so it's almost certainly true. Optimizations in the new engine might change the numbers slightly but it still needs to go through a lot of RAM every tick. Also surfaces are currently in the engine, so that's nothing new. They're not in different threads because things can interact acro...
- Sun Sep 17, 2023 5:18 pm
- Forum: Modding help
- Topic: Multiplayer testing by myself
- Replies: 7
- Views: 856
Re: Multiplayer testing by myself
Definitely works on the same user account in Windows. Not sure why it wouldn't on Linux. Might have had issues if you tried to run the same instance twice. You need to use two different installs, otherwise factorio can't lock the files it needs.
- Sun Sep 17, 2023 4:38 pm
- Forum: Modding help
- Topic: Multiplayer testing by myself
- Replies: 7
- Views: 856
Re: Multiplayer testing by myself
Don't need two accounts - you can just use the standalone version. You'll need to change settings so they use a different username and don't check accounts, but it works fine. Done it before.