_and please make LuaPlayer.zoom readable. _
to make things depends on zoom.
- scan area of the field of view
- walking speed
The approach I have had to use for years is somewhat imprecise and there are undesirable side effects.
Search found 33 matches
- Mon Nov 18, 2024 10:41 am
- Forum: Modding interface requests
- Topic: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
- Replies: 9
- Views: 627
- Sat Nov 09, 2024 12:58 pm
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 26
- Views: 9823
Re: LuaRendering.draw_on_map
+1 the reasons are still the same as 4 years ago
Make at least chunks more visibe (Map setting: chunk_gridlines) or something similar
Make at least chunks more visibe (Map setting: chunk_gridlines) or something similar
- Wed Oct 25, 2023 10:42 am
- Forum: Modding interface requests
- Topic: LuaGuiElement (choose-elem-button) :: 'item-and-fluid' elem type
- Replies: 5
- Views: 1707
Re: LuaGuiElement (choose-elem-button) :: 'item-and-fluid' elem type
or use signals und ignore virtuals but this is hacky and bad for the useability.
- Wed Oct 25, 2023 10:27 am
- Forum: Assigned
- Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
- Replies: 19
- Views: 10439
Re: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
struggling over the same bug. I have to assign tags to the bluprint entities. i do this on_player_setup_blueprint. but this works only if this is a new blueprint. on update a cannot add tags because the blueprint_to_setup can't be read (why?).
so how to resolve the problem?
so how to resolve the problem?
- Fri Oct 13, 2023 3:19 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement (choose-elem-button) :: 'item-and-fluid' elem type
- Replies: 5
- Views: 1707
Re: LuaGuiElement (choose-elem-button) :: 'item-and-fluid' elem type
It seems ChatGPT suggests "item-and-fluid" as a solution when you want to select items and fluids, but tough luck, that doesn't work. Error while running event Kux-ProductionRates::on_gui_click (ID 1) Unknown elem_type: item-and-fluid Since I stumble over this for the second time, I though...
- Thu Sep 14, 2023 8:49 am
- Forum: General discussion
- Topic: Combat system far too fast?
- Replies: 47
- Views: 23158
Re: Combat system far too fast?
10 playing years later .. it's still too fast and i'm not getting any younger either you got a warning: enemy is attacking, 1 second later the half base is destroyed, no time to react means no fun :( Yes, I know how to protect my base, but I still can't watch a fight because by the time I scroll the...
- Thu Sep 14, 2023 8:22 am
- Forum: Modding help
- Topic: Biter Speed Modifier
- Replies: 2
- Views: 962
Re: Biter Speed Modifier
Did you find a solution?
- Thu Aug 17, 2023 5:26 am
- Forum: Mod portal Discussion
- Topic: Error: Failed to upload mod: Unknown error. (code: 500)
- Replies: 14
- Views: 4952
Re: Error: Failed to upload mod: Unknown error. (code: 500)
Once again
Error: Failed to upload mod: Unknown error. (code: 500)
https://mods.factorio.com/mod/Kux-SlimInserters
Error: Failed to upload mod: Unknown error. (code: 500)
https://mods.factorio.com/mod/Kux-SlimInserters
- Thu Jul 27, 2023 9:10 am
- Forum: Modding help
- Topic: Please Help with multiplayer error message
- Replies: 4
- Views: 1317
Re: Please Help with multiplayer error message
Thanks for your response
But I do not understand how my code changesthe state between save -> exit -> load
Does this mean, if I deregister the event on tick 13, then the game ist saved, i must not register it again in main part of control.lua?
But I do not understand how my code changesthe state between save -> exit -> load
Does this mean, if I deregister the event on tick 13, then the game ist saved, i must not register it again in main part of control.lua?
- Mon Jul 17, 2023 8:02 pm
- Forum: Modding help
- Topic: Please Help with multiplayer error message
- Replies: 4
- Views: 1317
Please Help with multiplayer error message
Hello, I would need help. 115.735 Error ClientMultiplayerManager.cpp:1086: mod-Kux-CoreLib was not registered for the following nth_ticks when the map was saved but has registered > them as a result of loading: 13 115.735 Error ClientMultiplayerManager.cpp:99: MultiplayerManager failed: ""...
- Mon Nov 21, 2022 5:38 pm
- Forum: Implemented mod requests
- Topic: Ship machine readable API information
- Replies: 15
- Views: 4480
Re: Ship machine readable API information
No one has yet mentions here that there is a machine-readable format since Factorio 1.1.35/16.06.2021
https://lua-api.factorio.com/latest/json-docs.html
However, I still miss an official machine-readable version of the prototype definitions.
https://lua-api.factorio.com/latest/json-docs.html
However, I still miss an official machine-readable version of the prototype definitions.
- Thu Nov 03, 2022 7:47 pm
- Forum: Modding help
- Topic: [solved] Adding fonts...?
- Replies: 3
- Views: 2072
Re: [solved] Adding fonts...?
Update for 1.1 (and some earlier) data.lua data:extend( { { type = "font", name = "myfont14", from = "myfont", --> locale/_language_/info.json size = 14 } } locale/_language_/info.json { "language-name": "English", "font": { "myfont&q...
- Sat Jan 30, 2021 12:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] No sound after switching sound device
- Replies: 3
- Views: 1642
- Sat Jan 30, 2021 12:33 pm
- Forum: Won't implement
- Topic: info.json factorio_version should support more as one version
- Replies: 7
- Views: 3579
Re: info.json factorio_version should support more as one version
Sorry, but factorio_version is specifically designed to lock a mod into 1 version of the game. I agree, its more easy to look at only one version, but is used only for a filter. und this filter could be redesigned Rather than a load of errors every time we release a new major version it's much clea...
- Sat Jan 30, 2021 12:20 pm
- Forum: Modding interface requests
- Topic: [1.1.0] LuaControl::get_blueprint_entities
- Replies: 2
- Views: 1342
Re: [1.1.0] LuaControl::get_blueprint_entities
no comment?
- Sat Jan 30, 2021 12:18 pm
- Forum: Not a bug
- Topic: [1.1.0] Blueprint with burner mining drill can't be flipped
- Replies: 5
- Views: 2491
Re: [1.1.0] Blueprint with burner mining drill can't be flipped
The answer is not satisfactory.
If the building cannot be mirrored, it should still be possible to mirror the blueprint, the building can remain as it is, the position can be mirrored.
It is possible with the mod Blueprint Extension, why not mit the base game?
If the building cannot be mirrored, it should still be possible to mirror the blueprint, the building can remain as it is, the position can be mirrored.
It is possible with the mod Blueprint Extension, why not mit the base game?
- Fri Jan 15, 2021 8:04 am
- Forum: Duplicates
- Topic: [1.1.10] Crash loading save: "Error ElectricPole.cpp:1356: !hasReachedZeroConnection was not true"
- Replies: 2
- Views: 1079
Re: [1.1.10] Crash loading save: "Error ElectricPole.cpp:1356: !hasReachedZeroConnection was not true"
I can not know that is an duplicate for you, because it is an other error for me.
I did search for the message, but i did found only the other issue.
I did search for the message, but i did found only the other issue.
- Thu Jan 14, 2021 3:33 pm
- Forum: Duplicates
- Topic: [1.1.10] Crash loading save: "Error ElectricPole.cpp:1356: !hasReachedZeroConnection was not true"
- Replies: 2
- Views: 1079
[1.1.10] Crash loading save: "Error ElectricPole.cpp:1356: !hasReachedZeroConnection was not true"
crashes with 1.1.9 too, works with 1.1.8
- Thu Jan 14, 2021 2:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.9] Crash: Error ElectricPole.cpp:1396: Inverse connection to ElectricPole missing.
- Replies: 7
- Views: 5149
Re: [1.1.9] Crash: Error ElectricPole.cpp:1396: Inverse connection to ElectricPole missing.
28.395 Error ElectricPole.cpp:1356: !hasReachedZeroConnection was not true on loading a saved game with 1.1.8 it still worked 0.001 2021-01-14 15:19:16; Factorio 1.1.9 (build 57646, win64, full) 0.001 Operating system: Windows 10 (version 1909) 0.002 Program arguments: "C:\Program Files\Factori...
- Fri Jan 01, 2021 5:21 am
- Forum: Pending
- Topic: [1.1.6] Error CircuitConnector.cpp:378: Trying to disconnect circuit connector in inconsistent state.
- Replies: 1
- Views: 1039
[1.1.6] Error CircuitConnector.cpp:378: Trying to disconnect circuit connector in inconsistent state.
I did try to modify an existing mod. the new mod version is not published because this error. Modification: use a container instead of a logistic-container prototype [Attached: prototypes\requester-chest.lua] [Mod: https://mods.factorio.com/mod/AEAA593E-CC01-490C-BFB5-DE8E5023B5A6] [Cloned from mod:...