Search found 181 matches
- Mon May 11, 2020 12:27 pm
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 25
- Views: 9401
Re: LuaRendering.draw_on_map
I would use this instead of (or in addition to) chart tags to combine symbols and shapes at runtime rather than hard code them in numerous sprites. Currently I only need 12 sprites to display required combinations, but adding one extra symbol would require ~60 sprites! I think it would also be cool ...
- Sun May 10, 2020 9:14 am
- Forum: Modding help
- Topic: [0.18.22] ArtilleryTurret.gun from LuaEntityPrototype?
- Replies: 0
- Views: 472
[0.18.22] ArtilleryTurret.gun from LuaEntityPrototype?
How can I access Prototype/ArtilleryTurret#gun from API?
Similarly for Prototype/ArtilleryWagon#gun.
It doesn't seem to appear in LuaEntityPrototype.guns.
I also wonder why multiple guns can't be mounted on an ArtilleryWagon!?
Cheers.
Similarly for Prototype/ArtilleryWagon#gun.
It doesn't seem to appear in LuaEntityPrototype.guns.
I also wonder why multiple guns can't be mounted on an ArtilleryWagon!?
Cheers.
- Fri May 08, 2020 6:43 pm
- Forum: Modding help
- Topic: Get mod name in data phase
- Replies: 0
- Views: 475
Get mod name in data phase
In data.lua, I can scrape the current mod name from debug.getinfo(1).source, but is there a more elegant way?
- Fri May 08, 2020 6:27 am
- Forum: Modding help
- Topic: LuaRendering blend mode (currently additive?)
- Replies: 1
- Views: 878
Re: LuaRendering blend mode (currently additive?)
Does this help?
Friday Facts #172 - Blending and Rendering
I was reminded recently that in general Factorio expects a premultiplied alpha colour - there is a pre-mult function in core/lualib/util.lua I often use.
Friday Facts #172 - Blending and Rendering
I was reminded recently that in general Factorio expects a premultiplied alpha colour - there is a pre-mult function in core/lualib/util.lua I often use.
- Thu May 07, 2020 10:44 pm
- Forum: Modding help
- Topic: How to vertically align cells in a table?
- Replies: 0
- Views: 535
How to vertically align cells in a table?
I want to center a row in a table (rather than center the cell content in the row). The table has a minimal_height as shown by it's background image. The minimal_height setting appears to affect the table but not the row. The StyleSpecification.vertical_align affects the contents of the rows, but no...
- Sat May 02, 2020 8:31 pm
- Forum: Documentation Improvement Requests
- Topic: LuaGameScript.auto_save - valid chars?
- Replies: 1
- Views: 1286
LuaGameScript.auto_save - valid chars?
RE: LuaGameScript.auto_save Is there definitive info anywhere on which characters are/not permitted for the filename? My random spot use of unicode chars suggests that if the factorio fonts support it, so does auto_save - with some (presumably file system driven) exceptions. It's these exceptions I'...
- Fri May 01, 2020 4:44 pm
- Forum: Modding help
- Topic: Subscribing to on_tick for 1 tick - is it OK?
- Replies: 4
- Views: 1248
Re: Subscribing to on_tick for 1 tick - is it OK?
Thanks for advice.
- Fri May 01, 2020 1:57 pm
- Forum: Modding help
- Topic: Subscribing to on_tick for 1 tick - is it OK?
- Replies: 4
- Views: 1248
Re: Subscribing to on_tick for 1 tick - is it OK?
Current intent is to close all mod guis that are saved open, remove custom selection-tool from hand, enable personal roboport and such things to give a clean start on resuming play.
- Fri May 01, 2020 1:29 pm
- Forum: Modding help
- Topic: Subscribing to on_tick for 1 tick - is it OK?
- Replies: 4
- Views: 1248
Subscribing to on_tick for 1 tick - is it OK?
I want to do some light maintenence of my mod (using game object) once on every game load, so I do this by subscribing to on_tick and then unsubscribing in it's handler.
Is this the recommended method? Are there any pitfalls I need to look out for? Particularly wrt to multiplayer?
Cheers
Is this the recommended method? Are there any pitfalls I need to look out for? Particularly wrt to multiplayer?
Cheers
- Fri May 01, 2020 12:45 pm
- Forum: Resolved Requests
- Topic: LuaRendering.draw_polygon - confusing vertices description
- Replies: 2
- Views: 1554
Re: LuaRendering.draw_polygon - confusing vertices description
Thanks Bilka, I think the confusion was because I've become used to most things like ScriptRenderTarget having a reference on the Concepts page - often with extra explanation or examples. So it's much better that CustomScriptRenderTarget avoids confusion with ScriptRenderTarget as you show, but I su...
- Thu Apr 30, 2020 8:42 pm
- Forum: Minor issues
- Topic: Various minor issues (should be fixed) when running with Valgrind
- Replies: 7
- Views: 3560
Re: Various minor issues (should be fixed) when running with Valgrind
Just curious really... If someone looks into the zlib stuff at some stage, perhaps you could look at why 'autosave-compression-level=none' is still setting the compression method to Deflate (8) rather than Store (0)? The compression level appears to be "no compression", so it's fast, but D...
- Thu Apr 30, 2020 8:31 pm
- Forum: Tools
- Topic: Zip file compression metadata curiosity
- Replies: 3
- Views: 2389
- Thu Apr 30, 2020 8:25 am
- Forum: Tools
- Topic: Zip file compression metadata curiosity
- Replies: 3
- Views: 2389
Zip file compression metadata curiosity
Is there any info around on the implementation of Factorio's zip file handling? I've started using the 'autosave-compression-level=none' option in config.ini, but getting some unexpected values in the file headers of the resulting zip file (well possibly unexpected because I don't fully understand t...
- Sun Apr 26, 2020 7:55 pm
- Forum: Wiki Talk
- Topic: Rich Text uses #AARRGGBB or #RRGGBBAA ?
- Replies: 2
- Views: 1733
Re: Rich Text uses #AARRGGBB or #RRGGBBAA ?
Thanks Posila. Apologies for that.
For my future reference... you can't currently use lualib util.color(hex) function for this!
For my future reference... you can't currently use lualib util.color(hex) function for this!
Code: Select all
function util.color(hex) -- supports 'rrggbb', 'rgb', 'rrggbbaa', 'rgba', 'ww', 'w'
- Sun Apr 26, 2020 6:32 pm
- Forum: Wiki Talk
- Topic: Rich Text uses #AARRGGBB or #RRGGBBAA ?
- Replies: 2
- Views: 1733
Rich Text uses #AARRGGBB or #RRGGBBAA ?
wiki.factorio.com/Rich_text shows #AARRGGBB, but it looks to me in-game like #RRBBGGAA ?
- Sun Apr 26, 2020 12:59 pm
- Forum: Resolved Requests
- Topic: LuaRendering.draw_polygon - confusing vertices description
- Replies: 2
- Views: 1554
LuaRendering.draw_polygon - confusing vertices description
From LuaRendering.draw_polygon ... vertices :: array of ScriptRenderTarget: target :: Position or LuaEntity target_offset :: Vector (optional): Only used if target is a LuaEntity. but 'vertices' doesn't seem to take ScriptRenderTargets ! To be fair, the ScriptRenderTarget in the above code is plain ...
- Wed Apr 22, 2020 8:09 pm
- Forum: Modding help
- Topic: selection-tool and construction zone visualisation
- Replies: 2
- Views: 1105
Re: selection-tool and construction zone visualisation
Sneaky! Unfortunately not practical as I need members of selection-tool not available in decendant planners.
- Wed Apr 22, 2020 2:00 pm
- Forum: Technical Help
- Topic: [0.18.19] Minor issue with log spam
- Replies: 3
- Views: 1052
Re: [0.18.19] Minor issue with log spam
Apologies - meant as a question rather than complaint!
Verbose option now (re?)discovered and tamed thank you.
Verbose option now (re?)discovered and tamed thank you.
- Tue Apr 21, 2020 10:50 pm
- Forum: Modding help
- Topic: selection-tool and construction zone visualisation
- Replies: 2
- Views: 1105
selection-tool and construction zone visualisation
Does anyone know how to trigger the construction zone visualization?
I've made a Prototype/SelectionTool, but can't make it trigger the personal roboport construction radius visualisation (like that of a Deconstruction planner).
Cheers.
I've made a Prototype/SelectionTool, but can't make it trigger the personal roboport construction radius visualisation (like that of a Deconstruction planner).
Cheers.
- Tue Apr 21, 2020 9:49 pm
- Forum: Modding help
- Topic: [0.18.19] Hidden deconstructable chest
- Replies: 0
- Views: 479
[0.18.19] Hidden deconstructable chest
I create_entity the below invisible chest, set_stack some items into it and can then order_deconstruction and the construction bots will happily empty then deconstruct it. I can't figure out though how to hide the red X when I order_deconstruction - any suggestions? { type = "container", n...