Search found 344 matches

by eduran
Mon Jul 08, 2019 6:18 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 211472

Re: Is a inventory to inventory compact loader possible?

adiz75 wrote:
Sun Jul 07, 2019 7:35 pm
As the subject says, is it possible to make a inv<->inv (1x1) loader?
Already exists in the form of inserters. There are a couple of mods that provide faster inserters, if that is what you are looking for.
by eduran
Sun Jul 07, 2019 4:11 pm
Forum: Modding help
Topic: Functions within tables (LUA-Question)
Replies: 12
Views: 2865

Re: Functions within tables (LUA-Question)

Worth mentioning here is probably also this: https://lua-api.factorio.com/latest/Global.html If I understand this correct the metatables in the global tables are gone when you save the game, so without the "re-loading" in the on_load event this wouldn't work at all. Not just metatables. F...
by eduran
Sun Jul 07, 2019 7:56 am
Forum: Modding help
Topic: Functions within tables (LUA-Question)
Replies: 12
Views: 2865

Re: Functions within tables (LUA-Question)

EDIT : Ok, I definitely don't know what I am doing here. Your code works, and mine has some unwanted side-effects. I ended up using your code example. Thanks again... Instead of going down this route, I suggest you turn 'sum' into a normal function with a table argument. Why? You don't have to mana...
by eduran
Sat Jun 22, 2019 7:45 pm
Forum: Modding help
Topic: New wire_type
Replies: 1
Views: 870

Re: New wire_type

No, there is no way to add additional wire colors. See viewtopic.php?f=221&t=49959
by eduran
Sat Jun 22, 2019 9:23 am
Forum: Implemented mod requests
Topic: New gui elements for use
Replies: 12
Views: 3590

Re: New gui elements for use

Seconded, give us more GUI elements to play with :) Tabbed frames (agui::TabbedFrames) Already possible with what we currently have, but it is a hassle. A proper implementation would make using them so much easier. Maybe the event related to changing the slider fires a lot of times per second when s...
by eduran
Thu Jun 20, 2019 9:06 am
Forum: Modding discussion
Topic: displaying logistic-robots on Mapview/Minimap?
Replies: 4
Views: 3982

Re: displaying logistic-robots on Mapview/Minimap?

show-logistic-robots-on-map is a debug option. If you press F4 you can enable it permanently.
by eduran
Wed Jun 19, 2019 2:39 pm
Forum: General discussion
Topic: [Poll] 0.17 Quickbar
Replies: 34
Views: 9590

Re: [Poll] 0.17 Quickbar

I do not mind an option that does what you would like it to do, but would not use it. Here is why I like the new QB: Items showing up on/vanishing from the quickbar automatically was annoying. No, I do not want random debris I just picked up to show up on my quickbar. It is no longer an inventory an...
by eduran
Wed Jun 19, 2019 11:23 am
Forum: Railway Setups
Topic: Rail Bridges experiments
Replies: 7
Views: 5127

Re: Rail Bridges experiments

overlap.jpg That is what I meant. By no means a criticism of the mod (it's aweseome and I use it myself), but Wube could not release it like that for vanilla. So they'd have to come up with a way to hide the train going below the bridge that does look good. Pretty difficult imo with Factorio's engi...
by eduran
Wed Jun 19, 2019 6:59 am
Forum: Railway Setups
Topic: Rail Bridges experiments
Replies: 7
Views: 5127

Re: Rail Bridges experiments

Bridges... awesome concept that needs to be in the core game. And now that there is a mod for it there is finally a chance that it might happen. The problem is and always has been: how to render bridges properly in Factorio's 2D engine? For a mod it is perfectly OK to just not care and show trains ...
by eduran
Tue Jun 18, 2019 7:32 pm
Forum: Logistic Train Network
Topic: [0.17/0.18] LTN Combinator
Replies: 104
Views: 58451

Re: [0.17] LTN Combinator

i seem to have encountered a bug on 0.17.50 and mod version 0.3.4 (as of writing the most recent versions available). when i set some manual signals in the gui of the combinator they are first visible while setting, and visible when closing the gui and mousing over the combinator (both in the sideb...
by eduran
Tue Jun 18, 2019 7:24 pm
Forum: Modding help
Topic: [Resolved] Random Question
Replies: 4
Views: 1456

Re: Random Question

local area = {{x_offset - radius, x_offset - radius}, {x_offset + radius, x_offset + radius}} You are using x_offset twice and y_offset not at all. because math.random with values smaller then 317 results in the same value: https://forums.factorio.com/viewtopic.php?t=19353#p123786 That is not true....
by eduran
Tue Jun 18, 2019 6:56 pm
Forum: Modding help
Topic: "defines.events"
Replies: 2
Views: 1100

Re: "defines.events"

Subscribing a second time to the same event will overwrite the first one. script.on_event(defines.events.on_tick, on_tick_handler(event)) -- on_tick_handler will never be called script.on_event(defines.events, all_events_handler(event)) -- registers for ALL events, including on_tick If you change th...
by eduran
Sat Jun 15, 2019 4:50 pm
Forum: Modding help
Topic: rail_pictures()
Replies: 1
Views: 908

Re: rail_pictures()

At the beginning of entities.lua you can find: rail_pictures = function() return rail_pictures_internal({ {"metals", "metals", mipmap = true}, {"backplates", "backplates", mipmap = true}, {"ties", "ties", variations = 3}, {"stone_path&...
by eduran
Sat Jun 15, 2019 12:30 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.49] Trains can pass thru each other at speed.
Replies: 8
Views: 8405

Re: [kovarex] [0.17.49] Trains can pass thru each other at speed.

Oh no, someone reported it. Goodbye ghost trains :(
by eduran
Fri Jun 14, 2019 7:44 pm
Forum: General discussion
Topic: Redesign the entire railway system. Again!
Replies: 20
Views: 9701

Re: Redesign the entire railway system. Again!

Increasing CPU for trains: ... - Long trains (are slower than several small) While a single long train might cause more CPU load due to the issues you mention, you have to remember that you can't just replace one long train with a short one. Shorter trains = more trains, which is going to outweigh ...
by eduran
Thu Jun 13, 2019 5:45 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.45][Modded GUI] "Enter" key sets selected state for focused LuaGuiElement button
Replies: 3
Views: 2588

Re: [kovarex] [0.17.45][Modded GUI] "Enter" key sets selected state for focused LuaGuiElement button

Thanks for having a look. However, this only solves the most common cause of the problem, not the underlying problem itself. It is still possible to focus buttons with the focus() method or the mouse. If you then hit Enter/Return, the button is toggled into the selected state and stays that way. I w...
by eduran
Wed Jun 12, 2019 4:58 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 355941

Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

I really like your art style. So far, I never got into any of the big conversion mods, but that might change when DIR is finished. ME: Must finish that electric arc furnace. ME: ME: But it's difficult ME: ME: ME: Keep meaning to change that info signal icon (2 hours later) ME: What was I supposed to...
by eduran
Wed Jun 12, 2019 2:18 pm
Forum: Modding discussion
Topic: Some questions about GUIs
Replies: 9
Views: 2753

Re: Some questions about GUIs

Thanks for the help so far. Next question: Does a on_focus event exist? and how can i find out, if an element is focused? No, at least not directly, and you can't. A lot of GUI related stuff (mouse position, cursor position in a text field, the focused element) is not part of the game state and the...
by eduran
Mon Jun 10, 2019 3:05 pm
Forum: Modding help
Topic: Dependencies: Are "optional requirements" possible at all?
Replies: 51
Views: 8572

Re: Dependencies: Are "optional requirements" possible at all?

If you just want to keep the same value you don't have to define it all. That way your recipe will also use the default value and automatically update in case that ever gets changed. If you need the actual value to calculate something from it, there is no way around hard-coding it. local default_ene...
by eduran
Mon Jun 10, 2019 1:48 pm
Forum: Modding help
Topic: Dependencies: Are "optional requirements" possible at all?
Replies: 51
Views: 8572

Re: Dependencies: Are "optional requirements" possible at all?

I want to read the crafting time (energy_required) for that new item, but If I try to access data.raw.recipe['item'].energy_required from data-updates.lua, I get a nil value. However, energy_required has a default value, and that value is also used in the game. I thought I could use the value from ...

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