Feel free to take inspiration from my (now unmaintained) code https://mods.factorio.com/mod/eradicators-vram-saver
Search found 5206 matches
- Fri Jun 09, 2023 5:09 pm
- Forum: Development tools
- Topic: No Graphics mod tool
- Replies: 1
- Views: 1252
Re: No Graphics mod tool
- Mon Oct 03, 2022 9:23 am
- Forum: Modding interface requests
- Topic: script.once_at_tick as a specialized offspring of script.on_nth_tick
- Replies: 2
- Views: 996
Re: script.once_at_tick as a specialized offspring of script.on_nth_tick
My library uses exactly the same abbroach as deadlock says (including unregister when not in use) because I was also sorely missing it. Takes the target tick, method name and (a table of) paramters (without paramters it would be useless imho because of cases where the same handler happens multiple t...
- Fri Sep 23, 2022 8:58 pm
- Forum: News
- Topic: Friday Facts #370 - The journey to Nintendo Switch
- Replies: 73
- Views: 30549
Re: Friday Facts #370 - The journey to Nintendo Switch
I'm aware of the issue and it's something I know all too well, as I play on multiple consoles. Good to know. I know it's a complicated issue and difficult to please everyone. For the PC and Steam Deck, the plan is to use the Xbox layout, as this is what appears to be standard Eh, it's only "st...
- Fri Sep 23, 2022 5:00 pm
- Forum: News
- Topic: Friday Facts #370 - The journey to Nintendo Switch
- Replies: 73
- Views: 30549
Re: Friday Facts #370 - The journey to Nintendo Switch
Controllers - Respects known standards. @Twinsen As you seemed to care about the Asian translations, are you going to have a controller layout dialogue? I'm talking about the regionally-dependand standard use and swapping of X/Y and A/B buttons. I'm used to the Japanese layout (physical "right...
- Tue Apr 05, 2022 7:25 am
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 47
- Views: 36455
Re: Dyson Sphere Program
Why it does not have pollution though I dont know, In DSP you're just a robot sent to strip-mine a bunch of planets. Nobody is going to live on those planets, so pollution is a non-issue. Also the story seems to suggests that mankind lives in a matroshka-brain without a biological body, so even on ...
- Mon Sep 20, 2021 4:48 pm
- Forum: Ideas and Requests For Mods
- Topic: Train control for kids
- Replies: 12
- Views: 4767
- Mon Sep 20, 2021 11:50 am
- Forum: Ideas and Requests For Mods
- Topic: Train control for kids
- Replies: 12
- Views: 4767
Re: Train control for kids
Here you go: https://mods.factorio.com/mod/stop-on-red An interesting read. get_rail_segment_entity Aha! No wonder my searching for "signal" didn't find it :). if signal.signal_state == defines.signal_state.open then return end Hm, the doc for signal_state says Can only be used if this is...
- Mon Sep 20, 2021 12:26 am
- Forum: Modding interface requests
- Topic: [Kinda added with swap_children] Modding - order property in LuaGuiElement
- Replies: 9
- Views: 3490
Re: Modding - order property in LuaGuiElement
GuiElements are displayed by order of creation Related: https://forums.factorio.com/89834 LuaGuiElement.add{index=} was added to allow out-of-order creation of elements. Allows limited re-ordering by destroy/recreating only some elements instead of all. I suspect that "write support for index ...
- Mon Sep 20, 2021 12:12 am
- Forum: Ideas and Requests For Mods
- Topic: Train control for kids
- Replies: 12
- Views: 4767
Re: Train control for kids
I'd like to know if it's possible to make a mod to stop a manually controlled train if the signal isn't green? Could anyone help with that? Possible? Yes. Easy? No. I quickly hacked a proof-of-concept together but it's very crude. It'll stop single-direction forward driving manual (Edit: Oops, forg...
- Sun Sep 19, 2021 11:31 pm
- Forum: Gameplay Help
- Topic: disable building certain buildings?
- Replies: 2
- Views: 1631
Re: disable building certain buildings?
Slightly more complicated if it's a building that's still needed otherwise (to make something else). It's also possible for a mod/scenario to catch the build event for the building you don't want and then destroy the building. It would be far easier to remove the items_to_place_this relationship be...
- Sun Sep 19, 2021 11:27 pm
- Forum: Gameplay Help
- Topic: Cannot Access Equipment Grid in Power Armor
- Replies: 2
- Views: 2287
Re: Cannot Access Equipment Grid in Power Armor
Is your screen resolution less than 1920x1080, and/or you have interface scale set to something else than 100%?
- Sun Sep 19, 2021 11:14 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 179812
Re: Friday Facts #365 - Future plans
I'd rather see an isometric view than hexagonal tiles. Imagine the possibilities if you had the ability to edit the terrain and build underground like you can in Rollercoaster Tycoon. Imagine the possibilities of having to actually manage several different levels of underground belts and pipes that...
- Sat Sep 18, 2021 10:56 pm
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 81827
Re: All the different ways to automate a nuclear power plant
You're forgetting heat pipes and unfuled reactors as a heat-storage method. They are lossless but not directly measurable. Personally I've never seen a large scale design using this approach but I'm sure they must be out there. (Also when optimizing for UPS accumulators are actually better than stea...
- Sat Sep 18, 2021 1:43 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 179812
Re: Friday Facts #365 - Future plans
Btw, on the topic of "hired modders": As far as I have seen on the forum, Wube hired two modders. Also Bilka. Would be interesting to know who initiated that process. Don't forget Klonan :) For some reason I always assumed Klonan went the other way round. Was Klonan hired before or after ...
- Fri Sep 17, 2021 10:24 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 179812
Re: Friday Facts #365 - Future plans
I'd like to see GTA 6 :lol: :lol: :lol: Thinking of the original 2D GTA games makes me wonder if the factorio engine would be suitable to relicense to other studios. Displaying a few buildings, explosions and textboxes already works :p. Btw, on the topic of "hired modders": As far as I ha...
- Fri Sep 17, 2021 12:23 pm
- Forum: Modding interface requests
- Topic: Log Something When Mod is Missing Dependency
- Replies: 8
- Views: 3085
Re: Log Something When Mod is Missing Dependency
+1 Read the directories, read mod.json, filter out duplicates, store the mods in a list, read dependencies in mod.json and write it into hash (mod -> dependencies) and look, if after load all dependencies have a mod loaded. If not, this mod isn’t activated. It was really not more than a screen of co...
- Thu Sep 16, 2021 10:04 pm
- Forum: Modding help
- Topic: Chunk edges visable after changing tiles in on_chunk_generated
- Replies: 2
- Views: 1336
Re: Chunk edges visable after changing tiles in on_chunk_generated
LuaSurface.set_tiles(tiles, correct_tiles) has a correct_tiles parameter, have you tried turning that on/off? Another method would be to change map gen settings so that the game handles it for you. But those are a bit underdocumented and can be difficult to get right.
- Wed Sep 15, 2021 1:32 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 22534
Re: New API Docs website
One might even go so far an argue that if the site feels like it needs a tutorial it's clearly overcomplicated. The old site's layout was quite straight forward.
- Tue Sep 14, 2021 9:59 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 17269
Re: Can we please make constructions bots avoid fire?
Even if an on-damaged-return-to-port behavior was computationally feasible, is that actually a good solution to the problem at hand? That seems to me the more interesting question. A fleeing robot might already be surrounded by flames, or the "nearest port" might be positioned in such a wa...
- Tue Sep 14, 2021 11:47 am
- Forum: Modding help
- Topic: Need some help with for a loop through ammo-turrets
- Replies: 6
- Views: 2431
Re: Need some help with for a loop through ammo-turrets
Sorry, there is another error. tur = data.raw["ammo-turret"] for i, v in pairs(tur) do v.attack_parameters.ammo_categories = a end You shouldn't use a global variable to store a temporary table reference that is only used once. Either local tur = data.raw["ammo-turret"] for i, v...