Search found 234 matches

by mrudat
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...
by mrudat
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...
by mrudat
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.
by mrudat
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...
by mrudat
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...
by mrudat
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?
by mrudat
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.
by mrudat
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...
by mrudat
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?
by mrudat
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. =)
by mrudat
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...
by mrudat
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>...
by mrudat
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 ...
by mrudat
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). ...
by mrudat
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...
by mrudat
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...
by mrudat
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...
by mrudat
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...
by mrudat
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.
by mrudat
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.

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