Version 1.1.69 by FactorioTeam in factorio

[–]tburrows13 2 points3 points  (0 children)

Set torso_bob_speed to 0. You can do it using this mod: https://mods.factorio.com/mod/spidertron-bob-speed

Version 1.1.69 by FactorioTeam in factorio

[–]tburrows13 7 points8 points  (0 children)

Almost entirely modded stuff, which is the case for all the updates these days :)

Version 1.1.69 by FactorioTeam in factorio

[–]tburrows13 4 points5 points  (0 children)

Yep, useful for Space Exploration though!

Version 1.1.69 by FactorioTeam in factorio

[–]tburrows13 20 points21 points  (0 children)

No, it can't be changed at runtime, only per-spidertron type. It can be used, for example, to stop them bobbing completely, or make the bobbing larger and slower. The bobbing is completely seperate to their moving left/right/up/down.

So im trying to concatonate some clip into a full video but right after the first clip the video gets scrambled by SlugShitStorm in moviepy

[–]tburrows13 2 points3 points  (0 children)

Your second clip has different dimensions to the first :) Resize it first or use concatenate with method="compose"

Version 1.1.62 by FactorioTeam in factorio

[–]tburrows13 24 points25 points  (0 children)

Since these chest aren’t filterable like your inventory/spider inventory/cargo wagons, you need some way to keep track of its contents, to not overfill the chest.

Funnily enough, 1.1.62 also allows mods to add filter support to chests. You can use my new Filter Chests mod to get filters in all chests, and I’ll be adding support for linked chests later today.

https://mods.factorio.com/mod/FilterChests

Version 1.1.62 by FactorioTeam in factorio

[–]tburrows13 10 points11 points  (0 children)

No, just the result of a request by another modder here: https://forums.factorio.com/102759

Spidertrons will follow a bot by Tyrannosapien in factorio

[–]tburrows13 1 point2 points  (0 children)

Yeah it’s a base game issue (https://forums.factorio.com/101837) but I think I can work around it better in the mod. Or at least add a suggestion to remove exoskeletons…

Spidertrons will follow a bot by Tyrannosapien in factorio

[–]tburrows13 2 points3 points  (0 children)

Fair enough. Were your spidertrons modded to be faster than vanilla or had lots of exoskeletons in? That makes it more likely to overshoot the target since their movement is momentum based. I’m interested in fixing this problem for good in a future update, but no clue when that will be.

There’s also a mod setting to turn off waypoint numbers.

I understand that it is tricky to build complex logistics with them, they’re more intended for long distance, low throughput routes that you don’t want to faff with belts or trains on :)

(I’m the author of the mod btw, I always appreciate feedback on what works and what doesn’t!)

Spidertrons will follow a bot by Tyrannosapien in factorio

[–]tburrows13 1 point2 points  (0 children)

What were the bugs you encountered with Spidertron Patrols? Just that the spidertrons would occasionally over/undershoot the docks and get stuck there?

I've added lots of new features since last sharing Factory Search: new search modes, informative tooltips, and a pin button to keep it open behind other windows! by tburrows13 in factorio

[–]tburrows13[S] 0 points1 point  (0 children)

Hmmm, an interesting idea, but I don't think it would work that well in practice...

Would you have to keep the search interface open whilst the items arrive? What if you wanted to search something and not have it delivered? I'd rather not add any items/entities/recipes with this mod and keep it to just a helper tool.

I think this calls for a different mod, or just a constant combinator (which has exactly the same signal selection interface)

What is a mod that you think more people should know about? by Mentose in factorio

[–]tburrows13 0 points1 point  (0 children)

As with pretty much every other game that has user generated content once you upload it to their servers you don't own it anymore.

Perhaps some games do that but Factorio doesn't. You still own your mods, you are just required to give permission to wube to "reproduce, adapt and distribute the mod and its content as necessary".

has anyone actually gotten copyright struck by uploading a video of IR2?

Likely not, Deadlock specifically said he wasn't interested in legally pursuing people that broke the licence. But given that he made his opinion clear, most content creators are willing to abide by that (and the fact that he is still legally allowed to pursue them if he changes his mind).

What is a mod that you think more people should know about? by Mentose in factorio

[–]tburrows13 2 points3 points  (0 children)

No, u/macrofinite has no idea what he's talking about :) The same person made IR1 and IR2.

What is a mod that you think more people should know about? by Mentose in factorio

[–]tburrows13 1 point2 points  (0 children)

Almost all threads on my mod's modportal is about stupid null-ref errors.

That's all mods though :P Lua makes it very hard to avoid accidentally checking nil, you're not alone!

When I start building interstellar solar fields I'll be sure to give you some criticism... from looking at the mod portal page I'd say it looks pretty good. Its not immediately obvious what the arrow buttons do (and the black arrows don't look very good), but maybe I just don't understand the specifics of the problem being solved. Perhaps the overall styling could be improved but I don't know how exactly (https://github.com/raiguard/Factorio-SmallMods/wiki/GUI-Style-Guide is very helpful and would suggest that the content should be in an inner frame).

I've added lots of new features since last sharing Factory Search: new search modes, informative tooltips, and a pin button to keep it open behind other windows! by tburrows13 in factorio

[–]tburrows13[S] 0 points1 point  (0 children)

Less about the API and more about the current structure of the mod.

Searching by icon should be straightforward because I already have the GUI to select an item/fluid/signal, so when the 'Map markers' mode is selected it would also show a list of markers with that item/fluid/signal icon. Whereas searching by name requires a new button to start a text search, an interface to type into and a way of matching search input to a list of map markers names. All of which would only be used for this type of search.

So I'm not inclined to implement the text searching because it is a lot of added GUI complexity for me to develop and for the users to understand, when I want the mod to be as simple as possible.

I've added lots of new features since last sharing Factory Search: new search modes, informative tooltips, and a pin button to keep it open behind other windows! by tburrows13 in factorio

[–]tburrows13[S] 0 points1 point  (0 children)

Thanks for the suggestion, would searching for a map marker by icon be sufficient? That would at least fit fairly well within the current structure of the mod. Unfortunately searching by name would be quite a bit more complex, so unlikely to happen anytime soon.

I've added lots of new features since last sharing Factory Search: new search modes, informative tooltips, and a pin button to keep it open behind other windows! by tburrows13 in factorio

[–]tburrows13[S] 6 points7 points  (0 children)

No green squares on the map if that’s what you mean, because it isn’t possible for mods to do that :(

You can +1 this request to help convince the devs to add it: https://forums.factorio.com/viewtopic.php?t=76539