Search found 234 matches
- Mon Jul 20, 2020 3:07 am
- Forum: Ideas and Requests For Mods
- Topic: Playing on the net of a cube.
- Replies: 6
- Views: 1994
Playing on the net of a cube.
It might be feasible to implement playing on the surface of a cube, by unrolling the surface into its net. At any point in time, the map would look something like the following, where the player's position is a the centre of the cross (the 2 surfaces). 3 1265 4 If the player were to walk off the edg...
- Sat Jul 18, 2020 5:46 am
- Forum: Ideas and Requests For Mods
- Topic: A 'rocket'-order service?
- Replies: 1
- Views: 780
A 'rocket'-order service?
A mail rocket-order service. Package up a request and payment into an item, stick the item into a rocket, send the rocket off, this produces an item that represents the order is being processed. You build a landing pad, an assembler that runs for free, and (ideally) animates a powered rocket landing...
- Sat Jul 18, 2020 3:15 am
- Forum: Ideas and Requests For Mods
- Topic: Tree / Na-palm grenades.
- Replies: 2
- Views: 946
Tree / Na-palm grenades.
The reasonable option
A capsule (grenade) that spawns trees.The silly option
A capsule (grenade) that spawns 'Na-palm' trees.The 'Na-palm' trees are palm trees that concentrate elemental sodium until they explode.
- Sat Jul 18, 2020 12:46 am
- Forum: Won't implement
- Topic: Allow "OR" prerequisites in technology prototype
- Replies: 2
- Views: 1374
Re: Allow "OR" prerequisites in technology prototype
It's easy enough to do a workaround , but I agree, it would be nice to be able to specify 'or' in addition to 'and' for a technology's prerequisites. I think that the or condition would be better represented as a distinct node, though, so the player can reason about it visually as they can currently...
- Tue Jul 14, 2020 11:03 am
- Forum: Implemented mod requests
- Topic: Ability to specify icon for 'nothing' technology effect?
- Replies: 7
- Views: 2388
Ability to specify icon for 'nothing' technology effect?
It would be nifty if it was possible to supply an icon for the 'nothing' technology effect, be that an `icons` parameter, a reference to some thing that has an icon, or perhaps something completely different. As an example use-case, specifying that used-up uranium fuel cells become available upon un...
- Tue Jul 14, 2020 10:03 am
- Forum: Won't implement
- Topic: LuaTechnology.effects[1].type="LOCK-recipe"
- Replies: 3
- Views: 1791
Re: LuaTechnology.effects[1].type="LOCK-recipe"
an upgrade-recipe effect? unlock recipe-2 if/when recipe-1 is researched, and replace recipe-1 with recipe-2 where recipe-1 is being crafted?
- Sat Jul 11, 2020 9:23 am
- Forum: Mod portal Discussion
- Topic: [One Line Suggestions]
- Replies: 52
- Views: 20529
Re: [One Line Suggestions]
Support for arbitrary locations for source code? Bitbucket, Gitlab, Sourceforge?
Some mods link to their source code via the 'homepage' url, which works, mostly, but if you want to link to a forum page _and_ your source code repository, it's not an ideal solution.
Some mods link to their source code via the 'homepage' url, which works, mostly, but if you want to link to a forum page _and_ your source code repository, it's not an ideal solution.
- Sat Jul 11, 2020 8:27 am
- Forum: Modding interface requests
- Topic: Add technology unlocks as modifiers to Prototype/Technology
- Replies: 3
- Views: 1383
Re: Add technology unlocks as modifiers to Prototype/Technology
I believe that you can add an arbitrary icon to a dummy effect entry with an arbitrary localised string, so it's entirely possible to document to the player what is about to happen. Given that I perpetrated OR-Node s, I would like to be able to say that researching this technology also completes res...
- Fri Jul 10, 2020 10:03 pm
- Forum: Modding interface requests
- Topic: Add technology unlocks as modifiers to Prototype/Technology
- Replies: 3
- Views: 1383
Re: Add technology unlocks as modifiers to Prototype/Technology
on_technology_researched, unlock another technology; quite easily done already?
- Thu Jun 25, 2020 11:06 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.32] Crash to desktop when resuming autosave under debugger.
- Replies: 4
- Views: 1412
Re: [0.18.32] Crash to desktop when resuming autosave under debugger.
Good enough for me.
Thanks for looking into it. =)
Thanks for looking into it. =)
- Wed Jun 24, 2020 11:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.32] Crash to desktop when resuming autosave under debugger.
- Replies: 4
- Views: 1412
[0.18.32] Crash to desktop when resuming autosave under debugger.
What did you do? Started Factorio under the debugger to check to see if the mod I'm updating works as designed. Tried to resume the latest autosave. What happened? Factorio crashed to desktop. What did you expect to happen instead? Perhaps an error message of some sort saying that this chunk of Lua...
- Fri Jun 19, 2020 9:01 am
- Forum: Ideas and Requests For Mods
- Topic: Thoughts on a possible "Quality Control" mod.
- Replies: 15
- Views: 4129
Re: Thoughts on a possible "Quality Control" mod.
... Take all existing items and: Create an untested-<item> that has not been through quality control Create a failed-<item> that has failed quality control. ... mrudat's specification is, that for each <item> (eg car, icon: car ) an untested-<item> (eg untested-car, icon: car? ) and a failed-<item>...
- Wed Jun 17, 2020 7:44 am
- Forum: Releases
- Topic: Version 0.18.32
- Replies: 36
- Views: 24800
Re: Version 0.18.32
Are any of the new settings (or settings in general) interactable with by mods? Eg. a mod that wants to show all possible items to the player, not just those that are unlocked? Or alternatively, a mod that wants to avoid a given fluid being deleted? eg. pollution stored in liquid form. Hmm. Perhaps ...
- Wed Jun 17, 2020 7:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.31] Apply update (attempts) to load mods _before_ applying update.
- Replies: 1
- Views: 734
[0.18.31] Apply update (attempts) to load mods _before_ applying update.
What did I do? Attempted to apply an update to a windows copy of Factorio 0.18.31 by running the following: C:\Program Files\Factorio\bin\x64\factorio.exe --apply-update core-win64-0.18.31-0.18.32-update.zip At the same time, I also have a mod enabled, that I'm developing, that doesn't load (yet). ...
- Tue Jun 16, 2020 11:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Thoughts on a possible "Quality Control" mod.
- Replies: 15
- Views: 4129
Re: Thoughts on a possible "Quality Control" mod.
The thought I had was that it would replace the vanilla tech tree; the higher up the tech tree the higher the starting chance of failure, and the more expensive the research, ideally balanced to be around the same amount of effort to complete as the original tech tree. Each technology would asymptot...
- Mon Jun 15, 2020 11:28 pm
- Forum: Ideas and Requests For Mods
- Topic: Thoughts on a possible "Quality Control" mod.
- Replies: 15
- Views: 4129
Thoughts on a possible "Quality Control" mod.
Here's some notes on a mod I'm contemplating making, just in case someone else thinks it's an awesome idea and implements it before I get a round tuit. Create a new "Quality Inspection" furnace-style entity (automatic recipe selection). Create a new "Rework Report" used to perfor...
- Sun Jun 14, 2020 9:30 am
- Forum: Modding discussion
- Topic: Fixing data stage spam
- Replies: 39
- Views: 10562
Re: Fixing data stage spam
Is this a horrible idea, now that we can run Factorio under a debugger? =) if mods['debugadapter'] then log("Creating " .. new_item_name) end Actually, would it be possible to do something like have a `debug_log` function that only gets turned on when Factorio has failed to load, and on th...
- Sun Jun 14, 2020 9:19 am
- Forum: Implemented mod requests
- Topic: Add connection_distance and double joint_distance to LuaEntityPrototoype
- Replies: 3
- Views: 1356
Re: Add connection_distance and double joint_distance to LuaEntityPrototoype
LuaEntityPrototype is the control-stage version of (for example) data.raw.locomotive. If you add a field in the data stage to data.raw.locomotive, eg: data.raw.locomotive.locomotive._MyModData = { --[[ Stuff my mod needs to know about locomotives ]] } That'll work, and you can read the data back lat...
- Fri Jun 12, 2020 1:37 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 75489
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Given that it's supposed to connect to nearby entities underground, I would have thought to animate tinted pulses going from the module out along the cables/ducts... presuming you pick the same tint as the socketed modules it should look pretty good, I'd think.
- Fri Jun 12, 2020 3:31 am
- Forum: Ideas and Suggestions
- Topic: Defining high-resolution sprites using icon mipmap method?
- Replies: 0
- Views: 453
Defining high-resolution sprites using icon mipmap method?
TL;DR Now that we can supply mipmap images for icons, would it make sense to change sprite definitions to use the same sort of format? What ? Extend sprite definitions to support supplying mipmap data in the same/similar format as icon definitions. Why ? Eventually, one less code-path to maintain.