Search found 181 matches

by moon69
Mon Oct 07, 2019 4:21 pm
Forum: Modding help
Topic: Write to file in data stage
Replies: 5
Views: 2362

Write to file in data stage

I've found a few discussions about a write_file type function that's available in data stage, but most are old and end with "just use log()". Has any change occurred in this regard? I find it incredibly useful while debugging mods to look at the data.raw dump, but it makes the log file ver...
by moon69
Sat Oct 05, 2019 12:38 pm
Forum: Modding help
Topic: Pump fluid_animation is mysterious
Replies: 2
Views: 886

Re: Pump fluid_animation is mysterious

Re: your static image - you've replaced an Animation4Way with a single sprite, so that's why it's "static". As it says on the wiki: north Type: Types/Animation Optional. If omitted, the game will not look for any other directions and instead try to load the whole definition as one Types/A...
by moon69
Sat Oct 05, 2019 10:47 am
Forum: Modding help
Topic: Pump fluid_animation is mysterious
Replies: 2
Views: 886

Pump fluid_animation is mysterious

Could someone please help me understand how Pump.fluid_animation works? Also in general, when an animation speed varies with the entities activity, what properties are used to determine the level of activity? The Pump.fluid_animation prototype indicates it's an Animation4Way , but when I replace the...
by moon69
Thu Oct 03, 2019 9:09 pm
Forum: Modding help
Topic: Burner drain?
Replies: 3
Views: 1455

Re: Burner drain?

Now I think it about, perhaps a good fix is to add drain property to Burner EnergySource?

Might be fun to make burner machine that needs to be kept 'hot' or it breaks.
by moon69
Thu Oct 03, 2019 9:03 pm
Forum: Modding help
Topic: Burner drain?
Replies: 3
Views: 1455

Re: Burner drain?

by moon69
Thu Oct 03, 2019 8:58 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.69] Drain with burner EnergySource on pump
Replies: 2
Views: 2583

[0.17.69] Drain with burner EnergySource on pump

I've modded a pump to use a burner EnergySource. Watching LuaBurner.remaining_burning_fuel, you can see it's slowly draining fuel (once fueled) even when freshly built and not connected to any pipes. Because of: if (!pumpedAnything) this->energySource->extractEnergyAndPollute(prototype.energyUsage *...
by moon69
Thu Oct 03, 2019 7:46 pm
Forum: Modding help
Topic: Burner drain?
Replies: 3
Views: 1455

Burner drain?

I've modded a pump to use a burner EnergySource . Watching LuaBurner.remaining_burning_fuel , I can't figure out why it's slowly draining fuel (once I stick a piece of coal in it) even when freshly built and not connected to any pipes. local ass = util.table.deepcopy(data.raw["pump"]["...
by moon69
Wed Oct 02, 2019 1:16 pm
Forum: Modding help
Topic: Style booleans - "on" vs "true"
Replies: 2
Views: 913

Re: Style booleans - "on" vs "true"

Thanks Bilka.
by moon69
Wed Oct 02, 2019 1:14 pm
Forum: Modding help
Topic: Get entity size
Replies: 13
Views: 4524

Re: Get entity size

I'm working on a tool that deals with these kinds of things; an external tool to factorio that parses data.raw and allows visual inspection(and setting) of the entity properties, for example, the vanilla boiler: Did your tool come to fruition? I'm particularly interested in your findings on this......
by moon69
Tue Oct 01, 2019 6:58 pm
Forum: Modding help
Topic: Style booleans - "on" vs "true"
Replies: 2
Views: 913

Style booleans - "on" vs "true"

hi, I'm confused about the following style properties... LuaStyle.horizontally_stretchable LuaStyle.stretch_image_to_widget_size Both are defined boolean , but horizontally_stretchable expects "on" and stretch_image_to_widget_size expects true . local style = data.raw["gui-style"...
by moon69
Wed Sep 18, 2019 5:43 pm
Forum: Modding help
Topic: Item subgroup vs recipe subgroup
Replies: 5
Views: 1532

Re: Item subgroup vs recipe subgroup

Thanks both.

advanced-oil-processing has no main_product, and when the subgroup is removed...

Code: Select all

Error while running setup for recipe prototype "advanced-oil-processing" (recipe):
Subgroup must be defined when there is no common main product.
by moon69
Wed Sep 18, 2019 1:07 pm
Forum: Modding help
Topic: Item subgroup vs recipe subgroup
Replies: 5
Views: 1532

Item subgroup vs recipe subgroup

Hi All. I'm creating a LUA code generator with a GUI to allow drag/drop rearranging of groups/subsgroups/icons in the players crafting window. I want to make sure I understand the functionality around Item/fluid subgroups and Recipe subgroups - particularly how it affects when & where icons are ...
by moon69
Wed Jul 31, 2019 11:58 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 320148

Re: Friday Facts #305 - The Oil Changes

... I understand the motivation for putting bots in chemical science, but it feels like an artificial limit. In real life, automated construction robots would obviously be largely a matter of logistic, computer science technology, not chemistry. ... One of the huge issues with mobile automation cur...
by moon69
Mon Jul 29, 2019 6:29 pm
Forum: Modding discussion
Topic: SpritePath for upgrade-item/upgrade-planner?
Replies: 1
Views: 990

SpritePath for upgrade-item/upgrade-planner?

I am trying to get the sprites for Quickbar shortcuts, but SpritePath doesn't appear to support all possible LuaItemPrototype types... So I have trouble with these types: blueprint-book deconstruction-planner item-with-entity-data tool upgrade-item (I'm sure there are others). How can I get the spri...
by moon69
Sat Jul 27, 2019 4:47 pm
Forum: Ideas and Suggestions
Topic: Set active blueprint without scrolling
Replies: 6
Views: 2030

Set active blueprint without scrolling

TL;DR Change the active blueprint whilst browsing an open blueprint book without scrolling through them all. What ? Currently the only way to select the active blueprint is by scolling through them all with shift-mousewheel. I would like some method to set the active blueprint without scrolling. My...
by moon69
Sat Jul 27, 2019 3:26 pm
Forum: Gameplay Help
Topic: How to select active blueprint without wheel mouse?
Replies: 4
Views: 1305

How to select active blueprint without wheel mouse?

I have a blueprint book with ~100 blueprints in it. How can I set the active blueprint without shift-scrolling with the mouse wheel? I'd really like to browse the open blueprint book and (say) middle-click a blueprint to make it active. Currently the only option I can find is to left-click the blue ...
by moon69
Sat Jul 20, 2019 9:04 am
Forum: Modding help
Topic: Pump fluid animation - tinting issue
Replies: 1
Views: 809

Pump fluid animation - tinting issue

I'm trying to repurpose a Pump for a mod, but can't seem to disable apply_runtime_tint . I've got the main "animations" working fine, but I am struggling with the "fluid_animation"... fluid_animation = { north = { filename = "__base__/graphics/entity/pump/pump-north-liquid.p...
by moon69
Fri Mar 15, 2019 6:08 pm
Forum: Modding help
Topic: Rubber Belts mod - error
Replies: 10
Views: 3224

Re: Rubber Belts mod - error

I went to github precisely because I did want to contact you.

I'm intrigued though - what nefarious motives do you think I had? I wasn't hiding anything!
by moon69
Fri Mar 15, 2019 5:55 pm
Forum: Modding help
Topic: Rubber Belts mod - error
Replies: 10
Views: 3224

Re: Rubber Belts mod - error

Apologies, but chill man. As you can see above, I initially just gave advice on how to get it working for a private user to update themselves. When they couldn't figure it out, I helped a bit further and got it working, so I looked to share my findings with you via a github pull request on your repo...

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