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by eradicator
Thu Aug 31, 2017 11:28 am
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 23870

Re: Somethings not (or hidden) in doc but you need to know

but when you look at intermediates... "Why can't I use bob's tin to make 5dim stuff, and vica verca?" Tin plate, vs 5dim's tin plate... It's confusing and annoying, it would be better to have a single tin plate that can be used for everything. So, Resources and Intermediates: Follow base ...
by eradicator
Wed Aug 30, 2017 7:24 am
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 23870

Re: Somethings not (or hidden) in doc but you need to know

darkfrei wrote: Can we use here spritesheet? Some big picture and
Icons have to be on-per-file. There's no support for icon-sheets.
by eradicator
Tue Aug 29, 2017 5:38 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.15.33] primary surface should not accept 0 width/height
Replies: 1
Views: 2557

[kovarex] [0.15.33] primary surface should not accept 0 width/height

After experimenting with map dimensions i intuitively set the size back to "0" for an infinite map. But factorio actually tried to create a 0 wide surface. For infinity the field has to be empty :o.
zerosurface.png
zerosurface.png (59.46 KiB) Viewed 2557 times
by eradicator
Tue Aug 29, 2017 5:23 pm
Forum: Not a bug
Topic: [0.15.33] .set_tiles should clean more entities up
Replies: 3
Views: 1545

[0.15.33] .set_tiles should clean more entities up

When using surface.set_tiles(tiles,true) the game does not remove ore/trees from the tiles it corrects internally (i.e. not the ones that were explicitly changed by .set_tiles, but the adjacent ones).
Picture
by eradicator
Tue Aug 29, 2017 3:03 pm
Forum: Not a bug
Topic: [0.15.33] Spawn location not affected by on_chunk_generated
Replies: 1
Views: 941

[0.15.33] Spawn location not affected by on_chunk_generated

While modding i accidentially replaced most of the spawn area with water in an on_chunk_generated event. Spawning as a corpse when after starting in a new world. After pressing "continue" (Singleplayer) and waiting for the respawn i was standing on my corpse alive - very much to my suprise...
by eradicator
Tue Aug 29, 2017 2:45 pm
Forum: Pending
Topic: [15.33] Laggy map moving in MP, while zooming is perfect
Replies: 3
Views: 2387

Re: [15.33] Laggy map moving in MP, while zooming is perfect

Possibly related: I noticed ages ago that scrolling the map with wasd gets slower the higher game.speed is set. Setting it to /c game.speed = 100 makes scrolling noticible slower, /c game.speed = 10000 makes it stop visibly moving at all. If the map can actually run at that high UPS tho (i.g. an emp...
by eradicator
Tue Aug 29, 2017 2:36 pm
Forum: Resolved Problems and Bugs
Topic: [15.33] Server not responding, yet able to download
Replies: 8
Views: 5038

Re: [15.33] Server not responding, yet able to download

I get the "sever not responding" dialog popping up and vanishing a few seconds later too. This happens particularly often when the conncection has high ping to the server to begin with (different continent). Also whenever i'm "downloading map" nobody in Teamspeak can understand m...
by eradicator
Sun Aug 27, 2017 11:07 pm
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 50081

Re: Friday Facts #205 - Teaching the things that everybody knows

I've played over 100 hours and have done 7 runs so far, but I still don't (fully) understand the following: Trains/rails If you want to get ore from a copper and and iron and a coal field all several thousand tiles away you can use the same rail for all of them, as opposed to transport belts where ...
by eradicator
Sun Aug 27, 2017 10:43 pm
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 50081

Re: Friday Facts #205 - Teaching the things that everybody knows

Wikis aren't a very good idea. Stopping the game to read a book just doesn't appeal to many gamers, even the kind that enjoy logistic puzzle games. It's most fun to learn as you go. If the information is simple and easily displayed then keep it on the tooltip. Also wikis have a nasty habit of being...
by eradicator
Sun Aug 27, 2017 9:53 pm
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 23870

Re: Somethings not (or hidden) in doc but you need to know

@darkfrei: Functions must _always_ be defined before they can be called, that applies to control.lua too. The wrapper function you're registering to on_tick is not calling "foo" and "bar" until the first tick happens though, and by that time all functions in the script have alrea...
by eradicator
Sun Aug 27, 2017 9:18 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Vehicles from "Z"
Replies: 3
Views: 1649

Re: [Request] Vehicles from "Z"

Your best bet is to make a 3D model in blender. If it looks good it'll be much easier to find someone to help you with the lua code.
by eradicator
Sun Aug 27, 2017 8:48 pm
Forum: Ideas and Requests For Mods
Topic: Borderlands 2 Trains and Tracks
Replies: 4
Views: 2235

Re: Borderlands 2 Trains and Tracks

Like to hear your opinion on this and how "difficult" this would be to do. Concerning just the difficulty part: Imho making new train models for factorio is _the_ most difficult/time intensive thing when it comes to graphic mods. Trains have many angles and several different graphic layer...
by eradicator
Sun Aug 27, 2017 8:40 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Exact power display
Replies: 2
Views: 1519

Re: [Request] Exact power display

None of the native displays of the game can be modified by mods :/.

You could still use an accumulator-type entity (or eei) to measure the exact output of your reactor but that would be a somewhat hacky solution and not suitable for a universally applicable mod.
by eradicator
Sun Aug 27, 2017 8:15 pm
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 23870

Re: Somethings not (or hidden) in doc but you need to know

And when I need two handlers? Then you do what you just said. My point was the erroneous usage when the extra wrapper is added just because the new modder saw someone else do it like that and they didn't understand why that works. Also if you have two different tick handlers for the same thing you ...
by eradicator
Sun Aug 27, 2017 7:29 pm
Forum: Modding discussion
Topic: GUI of the MODs colliding with each other (+picture)
Replies: 2
Views: 1259

Re: GUI of the MODs colliding with each other (+picture)

As far as i am aware the factorio GUI API does not offer any method to make a GUI elements size percentage based on the screen size. Are you saying you found a solution to this?
by eradicator
Sun Aug 27, 2017 7:24 pm
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 23870

Re: Somethings not (or hidden) in doc but you need to know

New modders often seem to misunderstand why "function() end" is often used when registering event handlers and use it wrongly (this is more of a generic lua thing than factorio specific tho). For example mods i look at often do something like this: local function my_tick_handler(event) --s...
by eradicator
Fri Aug 25, 2017 10:30 pm
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 50081

Re: Friday Facts #205 - Teaching the things that everybody knows

Thinking a bit more about this: Maybe instead of trying to cram everything into tooltips, have a sort of in-game "wiki" (like .chm files in old times...) that is searchable and explains every item / concept properly. That kind of single-info-source also makes it very easy to give newbies a...
by eradicator
Fri Aug 25, 2017 6:48 pm
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 50081

Re: Friday Facts #205 - Teaching the things that everybody knows

Dependencies: A button for automatically installing non-optional dependencies would really solve that issue best. "Hiding" information in a tooltip is imho not a good solution, because there's probably a large amount of ppl out there that won't even realize that those labels _have_ a toolt...
by eradicator
Thu Aug 24, 2017 9:31 am
Forum: Resolved Problems and Bugs
Topic: [0.15.33] Ungraceful handling of UTF8-Byte-order-mark
Replies: 2
Views: 2996

Re: [0.15.33] Ungraceful handling of UTF8-Byte-order-mark

Thanks! This kind of support is the reason i still find it worth to write bug reports in the first place ;). Looking very much forward to not getting that error message every time i add a new file to the project and forget to change encoding ^_^. Hi, I appreciate you didn't formulate it as "You...
by eradicator
Mon Aug 21, 2017 8:33 pm
Forum: Modding interface requests
Topic: tooltip_path in LuaGuiElement.add to show vanilla tooltips
Replies: 1
Views: 979

Re: tooltip_path in LuaGuiElement.add to show vanilla tooltips

I very much second this request for an easy way to replicate tooltips, also importantly including recipie tooltips that properly show the resources required and available. Additionally i'd like to extent the request to allow rendering of any arbitrary gui element inside a "tooltip_frame" i...

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