Search found 2512 matches
- Tue Nov 28, 2023 1:20 am
- Forum: Modding help
- Topic: Help w/ inserters, drop target, etc.
- Replies: 4
- Views: 291
Re: Help w/ inserters, drop target, etc.
I suspect its an order-of-operations issue, in that built-in logic hasn't recomputed that the inserter drops into the just-built container entity. This seems likely. I don't know when it gets set; maybe in the next tick, maybe whenever the inserter is next updated, maybe the next time the inserter ...
- Tue Nov 21, 2023 10:08 am
- Forum: General discussion
- Topic: HDR
- Replies: 22
- Views: 3607
Re: HDR
The thing is that Factorio isn't about good quality graphics to most players. Most of the game is spent plopping down blueprints in map mode where there are virtually no graphics at all, just color blocks. This is a horrible sweeping generalisation. You're free to play with your coloured blocks, bu...
- Thu Nov 16, 2023 5:36 pm
- Forum: Bug Reports
- Topic: [1.1.94] LuaSurface.create_entity doesn't apply source_offset to streams
- Replies: 0
- Views: 174
[1.1.94] LuaSurface.create_entity doesn't apply source_offset to streams
LuaSurface.create_entity can create beams and streams. The notes below the main doc for each of the additional per-entity-type properties say that both of them can have target_position , source_position , and source_offset . You still have to set position because it's mandatory (even if you've set ...
- Thu Nov 16, 2023 10:29 am
- Forum: Modding interface requests
- Topic: Allow setting spider vehicle movement speed directly
- Replies: 0
- Views: 152
Allow setting spider vehicle movement speed directly
Spider vehicle movement is based on how their legs move. If you want something that looks like a non-spider hovering vehicle, you give it one invisible leg. The top speed of a spider vehicle is essentially hard-coded, because there is no direct way of setting the maximum speed of a leg in the protot...
- Tue Nov 14, 2023 6:39 pm
- Forum: Modding interface requests
- Topic: Allow disabling spider vehicle autopilot path visualisation line width
- Replies: 2
- Views: 154
Re: Allow disabling spider vehicle autopilot path visualisation line width
Thanks, that works.
- Tue Nov 14, 2023 5:23 pm
- Forum: Modding interface requests
- Topic: Allow disabling spider vehicle autopilot path visualisation line width
- Replies: 2
- Views: 154
Allow disabling spider vehicle autopilot path visualisation line width
Spider vehicle graphics sets define four Animations for the positions that constitute their autopilot queue and final destination in world view and map view. If you want them to be disabled, you can leave them as nil and nothing is drawn. Simples. There are also two line width properties for the con...
- Mon Nov 13, 2023 11:05 am
- Forum: Modding interface requests
- Topic: LuaGuiElement.drag_target for relative gui elements.
- Replies: 1
- Views: 580
Re: LuaGuiElement.drag_target for relative gui elements.
+1 Relative GUIs can't drag the frame they are attached to because "the element needs to be a child of the drag_target at some level" and "only top-level elements in LuaGui::screen can be drag_targets". Relative GUIs aren't a child of gui.screen at all so they can't drag themselv...
- Thu Nov 09, 2023 1:18 pm
- Forum: Modding interface requests
- Topic: Add localised strings to LuaGuiElement drop-down items
- Replies: 0
- Views: 121
Add localised strings to LuaGuiElement drop-down items
For mod settings, string settings can have a localised string tooltip for each drop-down string. This appears when the drop-down is dropped down and the individual item is moused-over. However GUI drop-downs don't support anything similar. The drop-down type of LuaGuiElement specifies a list of item...
- Wed Nov 08, 2023 12:56 pm
- Forum: Bug Reports
- Topic: [1.1.94] Spider vehicle water reflection does not rotate
- Replies: 0
- Views: 158
[1.1.94] Spider vehicle water reflection does not rotate
In car type vehicles, you can set a rotate boolean property to true inside the WaterReflectionDefinition, and the water reflection sprite will be perspective-rotated according to the orientation of the entity. For spider vehicles, SpiderVehiclePrototype.graphics_set.water_reflection.rotate does not ...
- Fri Nov 03, 2023 5:38 pm
- Forum: Releases
- Topic: Version 1.1.92
- Replies: 17
- Views: 12256
Re: Version 1.1.92
Since I have played Industrial Revolution , I treated its sub-mod Deadlock's Research Notifications as a must-have : https://assets-mod.factorio.com/assets/215b1567c19d55284e0c0a814891c9aa9e0dfc4e.png So I am glad that its functionality has been integrated in the base game ! :D Mine was prettier. M...
- Sun Oct 29, 2023 2:16 pm
- Forum: Modding help
- Topic: Handling item/ghost-in-cursor placement
- Replies: 2
- Views: 147
Re: Handling item/ghost-in-cursor placement
If the visualisation is independent of existing entities in the world, you could use the radius visualisation specification . It's not - like a ug pipe, the drawing needs to happen when two entities are facing each other. What about can_build_from_cursor - if I can't get the cursor ghost direction ...
- Sun Oct 29, 2023 2:06 pm
- Forum: Modding interface requests
- Topic: Don't draw empty red "colliding" selection boxes
- Replies: 4
- Views: 313
Re: Don't draw empty red "colliding" selection boxes
I'm not against that idea. However currently setting selectable_in_game = false does not prevent an entity from being deconstructed. It also does not prevent it from colliding with other entities or from being built by the player. I didn't say that it did. I don't mind what goes into the cake, I ju...
- Sun Oct 29, 2023 1:59 pm
- Forum: Modding help
- Topic: Handling item/ghost-in-cursor placement
- Replies: 2
- Views: 147
Handling item/ghost-in-cursor placement
I'm trying to recreate something similar to the "underground visualisation" you get with underground pipes: Untitled.jpg The entity ghost concerned, though, can't be an underground pipe (for reasons). It is either a crafting machine or a SimpleEntity. So I would have to be able to know whe...
- Sat Oct 28, 2023 9:20 am
- Forum: Modding interface requests
- Topic: Sprite/Animation layer only in alt-mode
- Replies: 1
- Views: 167
Re: Sprite/Animation layer only in alt-mode
A different way to handle this would be a new property at the EntityWithHealth level, very similar to the existing integration_patch and integration_patch_render_layer properties, i.e. a Sprite4Way. Functionally they would behave exactly the same as integration_patch except that the sprite-per-direc...
- Fri Oct 27, 2023 9:28 pm
- Forum: Modding interface requests
- Topic: Don't draw empty red "colliding" selection boxes
- Replies: 4
- Views: 313
Re: Don't draw empty red "colliding" selection boxes
If you mean a 1x1 tile, then it's going to be even more desirable to have a property/flag that hides the red "colliding" selection box, or have selectable_in_game make it go away as well. It would break hacks like this one which currently only shows the tiny red cross, I was planning on us...
- Fri Oct 27, 2023 9:59 am
- Forum: Modding interface requests
- Topic: Don't draw empty red "colliding" selection boxes
- Replies: 4
- Views: 313
Don't draw empty red "colliding" selection boxes
Selection boxes have a few ways they can be influenced. The default for selection_box is documented as {{0, 0}, {0, 0}}, which has zero area and is described as "empty". Empty selection boxes can't be moused-over and therefore the entity is unselectable. Furthermore, if selectable_in_game ...
- Thu Oct 26, 2023 7:24 pm
- Forum: Modding interface requests
- Topic: Sprite/Animation layer only in alt-mode
- Replies: 1
- Views: 167
Sprite/Animation layer only in alt-mode
In the same time/effort/bug-saving spirit as this request . It would be very useful to have a way of giving entities that use Sprite or Animation (or arrays/structs of same) a way of displaying custom alt-mode info without having to resort to the rendering API (not currently intended for large-scale...
- Mon Oct 23, 2023 9:38 pm
- Forum: Resolved Requests
- Topic: SimpleEntityWithOwner/Force::picture type is wrong
- Replies: 1
- Views: 177
SimpleEntityWithOwner/Force::picture type is wrong
https://lua-api.factorio.com/latest/prototypes/SimpleEntityWithOwnerPrototype.html For SEWO and SEWF, the picture property is listed as type Sprite. But the old wiki lists it as a Sprite4Way and the game appears to treat it like a Sprite4Way, i.e. directions do work. They inherit from SimpleEntity w...
- Mon Oct 23, 2023 12:00 pm
- Forum: Modding interface requests
- Topic: Animation4Way support for SimpleEntityWithOwner/Force
- Replies: 1
- Views: 221
Animation4Way support for SimpleEntityWithOwner/Force
Current SEWO/Ps have a picture property which is a Sprite4Way, allowing you to give different sprites to the entity depending on which direction it is facing, but these can only be static sprites. There is also a pictures property which allows for multiple variants of sprite (either random on creati...
- Mon Oct 23, 2023 11:47 am
- Forum: Modding interface requests
- Topic: LuaEntity::custom_state_string
- Replies: 1
- Views: 183