Search found 3401 matches

by DaveMcW
Wed Jun 16, 2021 8:50 am
Forum: General discussion
Topic: I dont like the radio silence from the Dev team
Replies: 1
Views: 76

Re: I dont like the radio silence from the Dev team

Check the bug reports forum, the devs are very much alive and working.

It is tricky to talk about new features when building a game or expansion pack. Not all proposed features will make it into the final game, so people will be disappointed if you reveal them too soon.
by DaveMcW
Sun Jun 13, 2021 1:22 pm
Forum: Modding help
Topic: need help with for .... in pairs
Replies: 3
Views: 151

Re: need help with for .... in pairs

The following combinations are allowed in describing a character class: x: where x is not one of the magic characters ^$()%.[]*+-? %x: (where x is any non-alphanumeric character) represents the character x. This is the standard way to escape the magic characters. To search for - in a string, you ne...
by DaveMcW
Tue Jun 08, 2021 10:42 am
Forum: General discussion
Topic: Why don't forests regenerate over time.
Replies: 11
Views: 665

Re: Why don't forests regenerate over time.

But you can reduce the slots of any chest using the X button.
by DaveMcW
Mon Jun 07, 2021 2:52 pm
Forum: Modding interface requests
Topic: Hide signal-unknown
Replies: 2
Views: 99

Re: Hide signal-unknown

nooo.jpg
nooo.jpg (38.07 KiB) Viewed 84 times
by DaveMcW
Mon Jun 07, 2021 2:37 pm
Forum: Modding interface requests
Topic: Hide signal-unknown
Replies: 2
Views: 99

Hide signal-unknown

In data/core/prototypes/unknown.lua, please add the "hidden" flag to signal-unknown. When it is not hidden, it spams the choose-elem-button menu.

If 85768 was implemented I could hide it myself, but this is an easier fix.

choose-elem-button.png
choose-elem-button.png (51.81 KiB) Viewed 99 times
by DaveMcW
Sun Jun 06, 2021 5:46 am
Forum: Gameplay Help
Topic: Is directly overlapped ore supposed to be possible?
Replies: 1
Views: 236

Re: Is directly overlapped ore supposed to be possible?

It's definitely because of the mod.
by DaveMcW
Sat Jun 05, 2021 9:49 am
Forum: Modding discussion
Topic: LuaGuiElement frame with a close [X] button
Replies: 1
Views: 87

LuaGuiElement frame with a close [X] button

If you set the LuaGuiElement.caption property on a frame, it will create a title bar similar to the ingame one, but without a close button. If you want to have a close button, you need to skip the caption and build your own title bar. I found a couple examples of how to do this, but they did not mat...
by DaveMcW
Fri Jun 04, 2021 7:13 pm
Forum: Gameplay Help
Topic: Prevent bots from building ghost elements
Replies: 8
Views: 551

Re: Prevent bots from building ghost elements

There is a button to turn off your personal roboport.

To turn off other roboports, you have to deconstruct them. Or do your planning outside the construction zone.
by DaveMcW
Fri Jun 04, 2021 6:34 am
Forum: Modding discussion
Topic: LuaEntity::get_recipe() subclasses
Replies: 6
Views: 172

Re: LuaEntity::get_recipe() subclasses

Not unless you know the LuaEntity inheritance tree. If you want to document how a LuaEntity can be two types at once, that would be great too!
by DaveMcW
Fri Jun 04, 2021 6:26 am
Forum: Modding discussion
Topic: LuaEntity::get_recipe() subclasses
Replies: 6
Views: 172

Re: Small documentation improvement requests

Can only be used if this is CraftingMachine, or EntityGhost of CraftingMachine.
by DaveMcW
Thu Jun 03, 2021 8:25 pm
Forum: Resolved for the next release
Topic: [1.1.34] LuaSurface.count_tiles_filtered() gives up
Replies: 1
Views: 148

[1.1.34] LuaSurface.count_tiles_filtered() gives up

If you give LuaSurface.count_tiles_filtered() an area that is partially uncharted, it returns too early. To reproduce, I started a new game, waited 30 minutes for all charting to finish, then tried to count some tiles. At about 800 tiles away from the start position, count_tiles_filtered() began fai...
by DaveMcW
Tue Jun 01, 2021 10:58 pm
Forum: Modding help
Topic: Rotate a car without moving it
Replies: 2
Views: 115

Re: Rotate a car without moving it

Code: Select all

/c game.player.selected.orientation = 0.1
That command works on real cars. You will have to figure out which prototype property you used that breaks it.
by DaveMcW
Tue Jun 01, 2021 5:32 am
Forum: Modding discussion
Topic: Underground Belt as Input/Output
Replies: 4
Views: 196

Re: Underground Belt as Input/Output

Yes, a hidden inserter would work fine. Inserters can work with buildings even if their collision boxes overlap.

Your idea is basically the same as Miniloader, but with the direction of the underground belts reversed.
by DaveMcW
Fri May 28, 2021 10:38 am
Forum: Modding help
Topic: [SOLVED]Attempt to call a nil value
Replies: 5
Views: 178

Re: Attempt to call a nil value

Can you zip the mod and attach it to a post?
by DaveMcW
Fri May 28, 2021 10:20 am
Forum: Modding help
Topic: [SOLVED]Attempt to call a nil value
Replies: 5
Views: 178

Re: Attempt to call a nil value

Your control.lua code works for me. What other mods do you have installed?
by DaveMcW
Fri May 28, 2021 3:17 am
Forum: Combinator Creations
Topic: Coordinate system
Replies: 2
Views: 264

Re: Coordinate system

Here is a similar coordinate system. It stores the coordinates in a single signal, which reduces the number of combinators needed. The coordinates are limited to the range [-23169, 23169] or ±2¹⁴⋅⁵. 0eNrVWd1umzAUfpXK0q4GHTYESO4mbXfddrGLJpoqBMRNrCU2MiZaVPEAe4s9255kNqRNQiCxSX+ym1YGn+Nzvu/84TyAZFHgjBMq...
by DaveMcW
Wed May 26, 2021 6:29 pm
Forum: Modding help
Topic: [Solved] How do I get the name of the current scenario?
Replies: 3
Views: 142

Re: How do I get the name of the current scenario?

You can define a unique remote interface.

in scenario:

Code: Select all

remote.add_interface("my_scenario", {})
in mod:

Code: Select all

if remote.interfaces["my_scenario"] then
  game.print("special message")
end
by DaveMcW
Tue May 25, 2021 10:55 am
Forum: Modding interface requests
Topic: LuaCircuitNetwork.signals_changed
Replies: 0
Views: 84

LuaCircuitNetwork.signals_changed

I would like a read-only boolean property on LuaCircuitNetwork to tell when the contents of a circuit network have changed. I believe this already exists internally, it just needs to be exposed to Lua. The use case is controlling modded buildings through the circuit network. With a fast way to see i...
by DaveMcW
Wed May 19, 2021 5:50 pm
Forum: General discussion
Topic: [QoL] Get rid of false I/O with liquids
Replies: 3
Views: 483

Re: [QoL] Get rid of false I/O with liquids

And then, after the devs make pipes shorter and easier, they should rebalance recipes to encourage more direct insertion between assembling machines. This would get rid of false I/O with items on belts.

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