Search found 275 matches

by PFQNiet
Mon Dec 05, 2022 8:02 am
Forum: Won't implement
Topic: [lua][feature] User defined data attached to lua entity
Replies: 6
Views: 250

Re: [lua][feature] User defined data attached to lua entity

I'm fairly sure this would actually be worse for performance, since you'd be querying the game engine for the user data rather than using your local Lua environment for it. Interfacing between script and game are the biggest bottleneck for mod performance, and such round trips should be minimised. B...
by PFQNiet
Wed Nov 16, 2022 7:02 pm
Forum: Modding help
Topic: sprite-button with semi-transparent sprite
Replies: 0
Views: 102

sprite-button with semi-transparent sprite

I'm creating some custom GUI for a part of my mod, and I would like to be able to replicate the visual effect of a filtered inventory slot. To this end I created a `sprite-button` with `style="inventory_slot"`, but obviously just setting the `sprite` to the desired item results in the spri...
by PFQNiet
Thu Nov 10, 2022 11:57 pm
Forum: Modding help
Topic: Unremovable armour
Replies: 1
Views: 125

Unremovable armour

As part of my mod I want to create a piece of armour that cannot be removed - this is to allow having an equipment grid that you can place your actual equipment into. To that end, I can give the player this armour item when they spawn/respawn, and replace it with its equipped items in their corpse o...
by PFQNiet
Mon Nov 07, 2022 11:00 am
Forum: Modding interface requests
Topic: gun_inventory_size for characters
Replies: 0
Views: 95

gun_inventory_size for characters

Unless I'm missing it, the gun inventory size appears to be hard-coded to 3. I think it would be beneficial to have that moddable. Even better if it could be expanded via technology. This would allow my mod to have a progression where you start with only one slot for weapons, and can unlock more as ...
by PFQNiet
Mon Nov 07, 2022 10:57 am
Forum: Modding interface requests
Topic: API Docs Visual Refresh
Replies: 5
Views: 320

Re: API Docs Visual Refresh

I'm going to second InappropriatePenguin's comment about link colours. It was the very first thing I noticed, and after checking I see it has a contrast ratio of 4.1 with the grey background. Given the relatively thin font weight, this makes it a big fail for accessibility/legibility. It doesn't jus...
by PFQNiet
Fri Oct 28, 2022 6:46 am
Forum: Modding help
Topic: Mining In a Line
Replies: 6
Views: 276

Re: Mining In a Line

Unfortunately not, the mining radius is always a square.
by PFQNiet
Wed Oct 26, 2022 9:04 am
Forum: Won't implement
Topic: Add a way to hide/disable missing Item alerts for specific items or entitys
Replies: 7
Views: 422

Re: Add a way to hide/disable missing Item alerts for specific items or entitys

I wonder if the desired effect could be achieved by searching for a suitable position to build each entity in the blueprint, build the ghost entity there and then immediately teleport it into the desired position on the water. Teleportation doesn't consider collision, it might be slower but it seems...
by PFQNiet
Sun Oct 23, 2022 8:55 pm
Forum: Modding help
Topic: My code for building blueprints from string not working
Replies: 3
Views: 185

Re: My code for building blueprints from string not working

The "second part of the code" is what is placing the ghosts. None of the code you have posted calls "revive" on the ghosts to make them real.
by PFQNiet
Mon Oct 17, 2022 10:30 am
Forum: Won't implement
Topic: make assembly machines wireable
Replies: 14
Views: 5436

Re: make assembly machines wireable

If inserter manipulation isn't good enough, you could always use power switches to just disconnect power to the machine you want to turn off :)
by PFQNiet
Thu Oct 13, 2022 9:54 am
Forum: Bug Reports
Topic: [1.1.70] Wrong status on inserters
Replies: 2
Views: 277

Re: [1.1.70] Wrong status on inserters

I've recreated the issue with only the Spaceblock mod and simplified the test down.
by PFQNiet
Thu Oct 13, 2022 1:46 am
Forum: Bug Reports
Topic: [1.1.70] Wrong status on inserters
Replies: 2
Views: 277

[1.1.70] Wrong status on inserters

I was playing Spaceblock and I noticed that inserters reported the wrong status in this case: Screenshot 2022-10-13 024306.png Here, the furnace's recipe is "5 iron ore => 6 iron ore" to duplicate the ore. In this example, the machine's input contains 2 ore out of the 5 needed to start a c...
by PFQNiet
Wed Oct 05, 2022 12:24 am
Forum: Modding help
Topic: Help Request: Automatic Train Painter Custom UI
Replies: 2
Views: 244

Re: Help Request: Automatic Train Painter Custom UI

You could even add a remote interface for other modders to provide colours for their custom items! Not only would this allow players to make their own modded colours for vanilla if they really want to, but it would allow other mod authors such as myself to specify how to colour things without needin...
by PFQNiet
Wed Oct 05, 2022 12:21 am
Forum: Modding help
Topic: Help with Recipes!
Replies: 4
Views: 224

Re: Help with Recipes!

Yes, just change the minable properties of the resource prototype. See https://wiki.factorio.com/Prototype/Entity#minable and https://wiki.factorio.com/Types/MinableProperties
by PFQNiet
Mon Oct 03, 2022 1:11 pm
Forum: Modding help
Topic: IDE integration
Replies: 2
Views: 227

Re: IDE integration

There's an entire extension for VSCode which takes care of everything from autocomplete to changelog syntax checking. If you use EmmyDoc comments (eg ---@type LuaEntity) you can tell it what your variables contain and get even more autocompletion. A little extra setup allows you to launch the game w...
by PFQNiet
Mon Oct 03, 2022 1:06 pm
Forum: Modding discussion
Topic: Portal suggestion: a mark on a changelog page, if the changelog will show in game
Replies: 4
Views: 348

Re: Portal suggestion: a mark on a changelog page, if the changelog will show in game

The VSCode extension for Factorio development includes validation of changelog files among many many other useful features. That's what I use!
by PFQNiet
Wed Sep 14, 2022 5:40 pm
Forum: Modding interface requests
Topic: Selection tool mode/filter for selecting only ghost entities
Replies: 4
Views: 1073

Re: Selection tool mode/filter for selecting only ghost entities

Just encountered this while trying to make a "cheat tool" to revive ghosts in a selected area. Current workaround is to select anything and then test whether the entity is actually a ghost before reviving, which is obviously suboptimal.

+1
by PFQNiet
Mon Aug 01, 2022 12:19 pm
Forum: Modding help
Topic: character_running_speed inaccuracy
Replies: 5
Views: 435

Re: character_running_speed inaccuracy

Many positions are in multiples of 1/256, and the closest multiple of that to 0.15 is the number you have found, which is 38/256.

I'm not sure how this will affect diagonal speed, but if it's preserving speed then you would travel 27/256 of a tile in each axis.
by PFQNiet
Thu Jul 28, 2022 6:51 am
Forum: Modding help
Topic: How do I call the vanilla tooltip?
Replies: 3
Views: 532

Re: How do I call the vanilla tooltip?

There is no combination of GUI elements that allows a sprite with number, and a built-in tooltip.

I requested this feature some time ago but have had no luck yet.
by PFQNiet
Sun Jun 05, 2022 8:48 am
Forum: Won't implement
Topic: Make possibility to send a table from data.lua to control.lua
Replies: 19
Views: 1918

Re: Make possibility to send a table from data.lua to control.lua

Presumably you have a known entity or tile in your mod that uses the mask layer? Since you know that entity's name, you can look up its collision mask in control and there you go.
by PFQNiet
Mon Apr 25, 2022 4:04 pm
Forum: Ideas and Requests For Mods
Topic: Eating fish - new system
Replies: 4
Views: 718

Re: Eating fish - new system

Personally I just shove fish onto my hotbar when I'm going into a combat situation - along with grenades. I'm not sure a mod is needed for that...

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