Search found 54 matches
- 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: 956
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...
- 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: 956
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...
- 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: 956
[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...
- Fri Apr 03, 2020 3:28 am
- Forum: Texture Packs
- Topic: [Request] Chest, Warehouse and Trash dump sprites
- Replies: 19
- Views: 14785
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...
- Thu Apr 02, 2020 3:36 am
- Forum: Texture Packs
- Topic: [Request] Chest, Warehouse and Trash dump sprites
- Replies: 19
- Views: 14785
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...
- 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: 1910
[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...
- Sat Oct 13, 2018 8:53 am
- Forum: Modding help
- Topic: Fluid connection from prototype
- Replies: 2
- Views: 1254
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.
- Sat Oct 13, 2018 6:40 am
- Forum: Modding help
- Topic: Fluid connection from prototype
- Replies: 2
- Views: 1254
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?
- Tue Aug 28, 2018 2:04 pm
- Forum: Texture Packs
- Topic: [Request] Chest, Warehouse and Trash dump sprites
- Replies: 19
- Views: 14785
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.
- Mon Aug 20, 2018 3:31 pm
- Forum: Texture Packs
- Topic: [Request] Chest, Warehouse and Trash dump sprites
- Replies: 19
- Views: 14785
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
- Mon Aug 20, 2018 2:53 pm
- Forum: Texture Packs
- Topic: [Request] Chest, Warehouse and Trash dump sprites
- Replies: 19
- Views: 14785
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 ...
- Mon Aug 20, 2018 4:11 am
- Forum: Texture Packs
- Topic: [Request] Chest, Warehouse and Trash dump sprites
- Replies: 19
- Views: 14785
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
Sorry
- Mon Jan 22, 2018 4:29 pm
- Forum: Texture Packs
- Topic: [Request] Chest, Warehouse and Trash dump sprites
- Replies: 19
- Views: 14785
Re: [Request] Chest, Warehouse and Trash dump sprites
I added you. If it didn't work, add me:
Atria#9764
Atria#9764
- Sat Jan 20, 2018 1:25 pm
- Forum: Texture Packs
- Topic: [Request] Chest, Warehouse and Trash dump sprites
- Replies: 19
- Views: 14785
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.
Do you have any solution or alternative mean of communication? Skype would be best for me.
- Wed Dec 20, 2017 5:44 pm
- Forum: Mods
- Topic: [MOD 0.16] Compact Power
- Replies: 43
- Views: 48351
Re: [MOD 0.16] Compact Power
Mod doesn't work when using high resolution sprites. Mod tries to find sprite
instead of
Code: Select all
__CompactPower__/graphics/entity/hr-solar-panel/hr-solar-panel-mk2.png
Code: Select all
__CompactPower__/graphics/entity/solar-panel/hr-solar-panel-mk2.png
- Wed Dec 20, 2017 1:36 pm
- Forum: Modding help
- Topic: Item ignores subgroup and order
- Replies: 2
- Views: 1341
Re: Item ignores subgroup and order
Oh, I didn't know entities also have subgroups. Thanks a lot, it works now.
- Wed Dec 20, 2017 12:36 pm
- Forum: Modding help
- Topic: Item ignores subgroup and order
- Replies: 2
- Views: 1341
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...
- Tue Dec 19, 2017 1:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.2] Circuit connectors drawn under entity sprite when modding
- Replies: 6
- Views: 4121
Re: [16.2] Circuit connectors drawn under entity sprite when modding
I have mixed feeling about this - composing graphics from repeating smaller parts is great for not increasing already high VRAM requirements; but drawing lot of layers is not great for performance either. Well if it's under insane numbers it will probably be fine. I wirtten on mod portal that tha g...
- Tue Dec 19, 2017 11:30 am
- Forum: Resolved Problems and Bugs
- Topic: [16.2] Circuit connectors drawn under entity sprite when modding
- Replies: 6
- Views: 4121
Re: [16.2] Circuit connectors drawn under entity sprite when modding
It didn't occur to me that I can place those trouble making sprites in first 10 layers, so my problem is fixed but maybe that wierd glitch when placing entities near problematic entity is worthy of new bug report.
- Mon Dec 18, 2017 8:52 am
- Forum: General discussion
- Topic: Reopen bug report
- Replies: 2
- Views: 1381
Re: Reopen bug report
Thanks for quick response.