Search found 57 matches

by Atria
Sat Apr 06, 2024 3:59 am
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 3886

Re: make more entity prototypes support rotation

What about adding support for rotations of not rotatable entities by adding new field to entity prototype? This field would contain name of other entity (of same type) which is mean to be a 90Β° rotated version of the first entity. Making four entity prototypes chained like this would simulate rotati...
by Atria
Sun Mar 24, 2024 7:01 am
Forum: Implemented for 2.0
Topic: Provide length of LuaTransportLine
Replies: 1
Views: 161

Provide length of LuaTransportLine

LuaTransportLine allows placing items on the line but doesn't provide range of the "position" argument. We can check if item can be inserted to specific position, but when it fails we don't know if it failed because of another item blocking the position or that I tried to place item after ...
by Atria
Sat Mar 23, 2024 7:26 am
Forum: Modding interface requests
Topic: Traversing entities of LuaTransportLine
Replies: 0
Views: 102

Traversing entities of LuaTransportLine

All functions of LuaTransportLine appears to work on part of transport line of entity I got the got it from. Except for "line_equals", "input_lines" and "output_lines" which operate on entire tranport line, spanning possibly multiple tiles. This makes traversing the ent...
by Atria
Sun Jan 15, 2023 5:59 am
Forum: Minor issues
Topic: [1.1.74] LuaPlayer.pipette_entity doesn't copy entity direction
Replies: 4
Views: 980

Re: [1.1.74] LuaPlayer.pipette_entity doesn't copy entity direction

Ok, I think I understand now. So it is not even possible to set the build direction unless new packet type is created to send this information to the target client. And about LuaPlayer.pipette_entity: I don't know how overloads of this function work but I guess when I pass LuaEntity it just gets its...
by Atria
Sun Jan 15, 2023 4:37 am
Forum: Minor issues
Topic: [1.1.74] LuaPlayer.pipette_entity doesn't copy entity direction
Replies: 4
Views: 980

Re: [1.1.74] LuaPlayer.pipette_entity doesn't copy entity direction

At first I was trying to implement something that was part of base game for a couple of years and I never found it in Interface setting. (Ghost being put into cursor if item was not found in player's inventory) After being told it that this feature already exists I'd say this report is reduced to ju...
by Atria
Sat Jan 14, 2023 7:24 am
Forum: Minor issues
Topic: [1.1.74] LuaPlayer.pipette_entity doesn't copy entity direction
Replies: 4
Views: 980

[1.1.74] LuaPlayer.pipette_entity doesn't copy entity direction

Factorio API states that LuaPlayer.pipette_entity works the same as if smart pipette (Q) was invoked by player: https://lua-api.factorio.com/1.1.74/LuaPlayer.html#LuaPlayer.pipette_entity However the entity direction is not copied correctly even if I'm passing LuaEntity to the LuaPlayer.pipette_enti...
by Atria
Fri Apr 03, 2020 3:28 am
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 15038

Re: [Request] Chest, Warehouse and Trash dump sprites

Hi bennybobz, Complete spritesheet have 9 segments: 1 2 3 4 5 6 7 8 9 and 2, 4, 5, 6 and 8 must be tileable. Segment 5 must be 64x64, segments 2 and 8 must be 64 pixels wide and segments 4 and 6 must be 64 pixels high. It is not necessary but generalily easier to just make a sprite that would 3x3 me...
by Atria
Thu Apr 02, 2020 3:36 am
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 15038

Re: [Request] Chest, Warehouse and Trash dump sprites

Hi, this would be a good replacement for 2xN warehouses. Basically shipping containers. I'd just prefer for it to be higher (now it looks like smaller than a player and shipping containers are about 3 meters high IRL). Also separate shadow sprite would be nice, so that game renders it correctly, but...
by Atria
Sun Mar 03, 2019 4:17 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.4] Desync when defines.events.on_lua_shortcut handler tries to modify player.cursor_stack
Replies: 1
Views: 1945

[Oxyd] [0.17.4] Desync when defines.events.on_lua_shortcut handler tries to modify player.cursor_stack

Description: My mod is using new shortcuts to insert item into player's cursor_stack. But when event handler of defines.events.on_lua_shortcut tries to call player.clean_cursor() or player.cursor_stack.can_set_stack(...) or player.cursor_stack.set_stack(...) it causes a client to desync. Code in que...
by Atria
Sat Oct 13, 2018 8:53 am
Forum: Modding help
Topic: Fluid connection from prototype
Replies: 2
Views: 1269

Re: Fluid connection from prototype

I though so as well. I won't need it in 0.17 since my mod is trying to do the fluid optimalisation before 0.17 is released.
by Atria
Sat Oct 13, 2018 6:40 am
Forum: Modding help
Topic: Fluid connection from prototype
Replies: 2
Views: 1269

Fluid connection from prototype

Does anyone knows if it's possible to get relative/absolute positions where a game entity could connect to pipe? Essentially get fluid_box.pipe_connections or fluid_boxes[1].pipe_connections from entity prototype?
by Atria
Tue Aug 28, 2018 2:04 pm
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 15038

Re: [Request] Chest, Warehouse and Trash dump sprites

The idea was: place any MxN area full of 1x1 chest and merge them into one entity. - If M or N is 1 => Chest (like the mod is now) - If M and N is between 2 and 6 => Warehouse - Otherwise => Trashdump Anyway it seems that Danielv123 won't be able to finish this request so the request still stands.
by Atria
Mon Aug 20, 2018 3:31 pm
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 15038

Re: [Request] Chest, Warehouse and Trash dump sprites

There will be some treshold where sprite switches between chest look, warehouse and trashdump. But sizes are completly arbiterary, configured in mod settings.
little preview of warehouses
by Atria
Mon Aug 20, 2018 2:53 pm
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 15038

Re: [Request] Chest, Warehouse and Trash dump sprites

Don't worry, I already have prepared warehouse sprites, I wait for Danielv123 to have time to make trash dump sprites. Once that is done, we'll finish final touches and I'll release it. For now I use 1x1 sprite and a looot of layers. GPU memory requirement should be really small. CPU performance is ...
by Atria
Mon Aug 20, 2018 4:11 am
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 15038

Re: [Request] Chest, Warehouse and Trash dump sprites

I won't be allowing arbiterary shapes. Goal of next release is arbiterary size but still a rectangle.

Sorry
by Atria
Mon Jan 22, 2018 4:29 pm
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 15038

Re: [Request] Chest, Warehouse and Trash dump sprites

I added you. If it didn't work, add me:
Atria#9764
by Atria
Sat Jan 20, 2018 1:25 pm
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 15038

Re: [Request] Chest, Warehouse and Trash dump sprites

I'm new to IRC so I don't know how to use IRC properly but when I tried it told me my IP is banned.

Do you have any solution or alternative mean of communication? Skype would be best for me.
by Atria
Wed Dec 20, 2017 5:44 pm
Forum: Mods
Topic: [MOD 0.16] Compact Power
Replies: 43
Views: 48630

Re: [MOD 0.16] Compact Power

Mod doesn't work when using high resolution sprites. Mod tries to find sprite

Code: Select all

__CompactPower__/graphics/entity/hr-solar-panel/hr-solar-panel-mk2.png
instead of

Code: Select all

__CompactPower__/graphics/entity/solar-panel/hr-solar-panel-mk2.png
by Atria
Wed Dec 20, 2017 1:36 pm
Forum: Modding help
Topic: Item ignores subgroup and order
Replies: 2
Views: 1371

Re: Item ignores subgroup and order

Oh, I didn't know entities also have subgroups. Thanks a lot, it works now.
by Atria
Wed Dec 20, 2017 12:36 pm
Forum: Modding help
Topic: Item ignores subgroup and order
Replies: 2
Views: 1371

Item ignores subgroup and order

I have bunch of items that don't have a recipe (created by script) and their flags as { "hidden" } so they do clog up selection when configuring filter inserter and that sort of stuff. But I have problem with deconstruction planner which ignores these flags and the items are shown. I'm thi...

Go to advanced search