Search found 55 matches

by MewMew
Mon Apr 19, 2021 4:52 pm
Forum: Modding help
Topic: [1.1.32] Unexpected behaviour of LuaTile hidden_tile
Replies: 8
Views: 2526

Re: [1.1.32] Unexpected behaviour of LuaTile hidden_tile

Maybe add a description to this? https://lua-api.factorio.com/latest/LuaTile.html#LuaTile.hidden_tile That it only is set when a minable tile is placed and it is never deleted except manually with surface.set_hidden_tile() Many hours spent figuring out a glitch in a map and it was a sneaky hidden ti...
by MewMew
Mon Apr 19, 2021 6:00 am
Forum: Modding help
Topic: [1.1.32] Unexpected behaviour of LuaTile hidden_tile
Replies: 8
Views: 2526

[1.1.32] Unexpected behaviour of LuaTile hidden_tile

This prints "sand-1" /c p = game.player.position game.surfaces.nauvis.set_tiles({{name = "sand-1", position = p}}, true) game.surfaces.nauvis.set_tiles({{name = "concrete", position = p}}, true) game.surfaces.nauvis.set_tiles({{name = "sand-2", position = p}},...
by MewMew
Wed Oct 28, 2020 9:27 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Replies: 14
Views: 11419

Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner

Please do not remove the 'mineable wreckage' entity.
It will break many existing scenarios. Does not feel nice :(
Map creators like having a few "useless" entities.
by MewMew
Sun Aug 23, 2020 10:31 pm
Forum: Modding interface requests
Topic: a way to detect when a rocket launcher is used
Replies: 2
Views: 988

Re: a way to detect when a rocket launcher is used

"on_entity_damaged" is not a good option, it is too resource heavy for small tasks like this.
Would prefer to get the projectile somehow.
by MewMew
Sun Aug 23, 2020 4:54 pm
Forum: Modding interface requests
Topic: a way to detect when a rocket launcher is used
Replies: 2
Views: 988

a way to detect when a rocket launcher is used

Can not find a way to detect when spidertron shoots a rocket. For players "on_player_ammo_inventory_changed" works, but a bit limited since it is called after a players ammo inventory was changed. Adding an event "on_vehicle_ammo_inventory_changed" would work out, since one could...
by MewMew
Sun Aug 16, 2020 4:29 pm
Forum: Logistic Train Network
Topic: Suggestion for less chat spam
Replies: 7
Views: 1976

Suggestion for less chat spam

Turning the notifications off is impractical.
Turning them on will lead to chat spam.

A small LTN toggle button in the top gui, displaying a scrollable text log when clicked, would solve this.
This would allow for even more detailed information, without spamming chat too much.
by MewMew
Sat Jul 25, 2020 3:23 pm
Forum: Implemented mod requests
Topic: Event for on-permissions-changed?
Replies: 7
Views: 2501

Re: Event for on-permissions-changed?

It seems, it is impossible to know who is changing permissions, if there are multiple admins in the same game.

This is a bit of an issue and could be solved by having an event.
by MewMew
Sun Jun 28, 2020 2:58 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.34] Force reset, won't clear research progress.
Replies: 1
Views: 2078

[0.18.34] Force reset, won't clear research progress.

Code: Select all

/c game.player.force.reset()
will not reset the ongoing research progress of the player force.

Would expect it to reset everything, as it is described as "Reset everything." in the API
by MewMew
Tue Apr 21, 2020 6:54 am
Forum: Modding interface requests
Topic: on_entity_damaged - health of entity before damage was dealt
Replies: 0
Views: 693

on_entity_damaged - health of entity before damage was dealt

It does not seem to be possible to get the health of an entity, before it was damaged. Adding final_damage_amount to the entity.health is only accurate if it's health is > 0. If the entity.health is 0 then there is no way to get the health it had before the damage happened. The only way around seem ...
by MewMew
Fri Apr 17, 2020 9:44 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.18.18] Biters hesitant to attack neutral rock entities
Replies: 2
Views: 1478

[Oxyd] [0.18.18] Biters hesitant to attack neutral rock entities

Since 0.18, it seems that biters won't attack neutral entities like the rocks as well anymore. A few special scenarios do not work as well anymore in 0.18. The screenshots show a group of units that want to go to a location, occupied by rock entities. But they keep being stuck running back and forth...
by MewMew
Wed Apr 08, 2020 5:01 pm
Forum: Modding interface requests
Topic: Ability to protect a tile from modification
Replies: 10
Views: 3142

Re: Ability to protect a tile from modification

Already patched! That was quick :D
Tested it and it works out fine.

Mining the tiles isn't possible now and one can still build other tiles over them.
But they do not get deleted underneath anymore,
so this is fine enough!!
by MewMew
Wed Apr 08, 2020 4:50 pm
Forum: Modding interface requests
Topic: Ability to protect a tile from modification
Replies: 10
Views: 3142

Re: Ability to protect a tile from modification

Was more thinking of only setting it for specific tiles.
Maybe even for example certain areas of water tiles, that can not be landfilled.
Making all of them not mineable wasn't really my intention.
Maybe would write some custom script instead that uses the events.
by MewMew
Wed Apr 08, 2020 6:28 am
Forum: Modding interface requests
Topic: Ability to protect a tile from modification
Replies: 10
Views: 3142

Re: Ability to protect a tile from modification

LuaTile does not have that ability.
by MewMew
Wed Apr 08, 2020 5:48 am
Forum: Modding interface requests
Topic: Ability to protect a tile from modification
Replies: 10
Views: 3142

Re: Ability to protect a tile from modification

Teams? How does that work?
by MewMew
Tue Apr 07, 2020 8:40 pm
Forum: Modding interface requests
Topic: Ability to protect a tile from modification
Replies: 10
Views: 3142

Ability to protect a tile from modification

Players mine away or paint over the new colored concrete tiles that have been added recently.
If a custom map has a team spawn place, it can be easily removed or modified.

This could be solved by having the ability to set minable = false for a tile, protecting it from modifications.
by MewMew
Thu Feb 27, 2020 11:38 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 289158

Re: pY Alien Life - Discussion

Any new built farms do not work, with or without modules.
This happened since the update to 1.2.5
Game is currently online public, if a save file is needed.
Search for "comfy py alienlife" in the server browser to join.
by MewMew
Thu Feb 27, 2020 10:43 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 289158

Re: pY Alien Life - Discussion

Having simliar issue as crux042 wrote before.
New placed farms do not work after updating.
by MewMew
Fri Jan 24, 2020 3:33 am
Forum: Modding help
Topic: Particles in 0.18
Replies: 0
Views: 616

Particles in 0.18

How does one create particles in 0.18 via LUA script?
Like "blood-particle", "branch-particle", "coal-particle" and such.
by MewMew
Wed Dec 11, 2019 9:43 am
Forum: Modding help
Topic: Detecting when a player replaces an entity
Replies: 11
Views: 2945

Re: Detecting when a player replaces an entity

there is no way to do this properly, it seems, only found a way to keep track of some entities that were placed in the last x amount of ticks and compare them to the ones mined, but that is quite wonky

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