Search found 89 matches

by Godmave
Fri Aug 21, 2020 5:17 am
Forum: Not a bug
Topic: autoplace_settings does not work with landfill prototype?
Replies: 2
Views: 308

Re: autoplace_settings does not work with landfill prototype?

Just in case someone stumbles over this.
The solution is to add the following to the data.lua of your mod.

Code: Select all

data.raw['tile']['landfill']["autoplace"] = {}
by Godmave
Thu Aug 20, 2020 8:50 pm
Forum: Not a bug
Topic: autoplace_settings does not work with landfill prototype?
Replies: 2
Views: 308

autoplace_settings does not work with landfill prototype?

This works as expected, the whole surface filled with dirt-6 local newSurface = game.create_surface(surfaceName, { starting_area = "none", water = "none", cliff_settings = { cliff_elevation_0 = 1024 }, default_enable_all_autoplace_controls = false, autoplace_controls = autoplace_...
by Godmave
Fri Nov 08, 2019 5:56 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 46922

Re: Friday Facts #320 - Color correction

Greetings from Diablo 3. They did that mistake back then too with the comic look for a supposedly dark world :D I can live with it, but not a big fan either. On the constructive side. If you can alter the look/colors on-the-fly for day/night you might also add another modifier for pollution, so the ...
by Godmave
Sun Sep 01, 2019 10:23 am
Forum: Modding interface requests
Topic: LuaTrain-Attributes forward_acceleration ... etc
Replies: 0
Views: 433

LuaTrain-Attributes forward_acceleration ... etc

I did not, yet, try to calculate them myself, but I think it would be rather expensive doing it lua side. ( https://wiki.factorio.com/Locomotive#Maximum_speed ) And since the game has to calculate those anyway for it's own speed change calculations I nurtured hope that it would be possible to get th...
by Godmave
Tue Aug 13, 2019 4:30 pm
Forum: Won't implement
Topic: Allow a sprite to be the drag handle for an empty-widget (or something else that helps?)
Replies: 1
Views: 631

Allow a sprite to be the drag handle for an empty-widget (or something else that helps?)

I would like the user to be able to click and drag around the hud in https://mods.factorio.com/mod/vehiclehud The code would look somewhat like this: local gui = player.gui.screen.add({ type = "empty-widget", name = "vehiclehud" }) ... local face = gui.add{ type = "sprite&qu...
by Godmave
Sun Aug 11, 2019 7:11 am
Forum: Won't implement
Topic: .location support for empty-widget
Replies: 1
Views: 565

.location support for empty-widget

Since GUI:screen is any empty-widget and supports .location, would it be possible for other empty-widgets to support it as well? That way you could have one container that can be placed anywhere on the screen, that contains other elements that are relative to the containers position. Ideally empty-w...
by Godmave
Tue Jul 30, 2019 8:10 am
Forum: Modding interface requests
Topic: Additional events around connect_to_server
Replies: 0
Views: 356

Additional events around connect_to_server

New events "on_connect_to_server_accept" and "on_connect_to_server_decline": Called when the user accepts or declines the request to change servers. Use-case: In a future version people will be able to ride trains to other servers. For that a request to change servers will be iss...
by Godmave
Sun Jul 14, 2019 6:43 pm
Forum: Won't implement
Topic: new event on_game_saved
Replies: 1
Views: 606

new event on_game_saved

usecase: sync inventory after each (auto-) save in clusterio
by Godmave
Thu Jul 11, 2019 12:39 pm
Forum: Won't implement
Topic: Make on_gui_click event return x/y offset inside the clicked element
Replies: 2
Views: 538

Make on_gui_click event return x/y offset inside the clicked element

Use case:
- show a minimap/camera and allow the player to click it, deducing what the player wanted to click on our own.
- allow an interactive clusterio node map that is clickable to get more info on nodes and/or connect to them.
by Godmave
Thu Jul 11, 2019 12:10 pm
Forum: Modding interface requests
Topic: Add surface to LuaPlayer.open_map(position, scale)
Replies: 3
Views: 868

Re: Add surface to LuaPlayer.open_map(position, scale)

I_IBlackI_I wrote: ↑
Thu Jul 11, 2019 12:06 pm
or make tags on a minimap element clickable. Use case would be to draw a map with locations on another surface, when a player clicks the tag they can teleport to that server.
Or add x/y offset to the on_gui_click event, so we can deduce what the player clicked ourselves :)
by Godmave
Fri Jul 05, 2019 12:33 pm
Forum: Implemented mod requests
Topic: A means of telling a client to connect to a different server
Replies: 14
Views: 3235

Re: A means of telling a client to connect to a different server

psihius wrote: ↑
Fri Jul 05, 2019 12:16 pm
Well, I can think of one - someone setting up an infinite loop between two servers forcing you to kill your client cause you might not be able to press Esc in time if they do it in "on_player_joined" event.
Alt-F4 ;)
by Godmave
Fri Jul 05, 2019 12:07 pm
Forum: Implemented mod requests
Topic: A means of telling a client to connect to a different server
Replies: 14
Views: 3235

Re: A means of telling a client to connect to a different server

What is the worst case scenario after getting FORCED to reconnect to another factorio-server?
by Godmave
Wed Jul 03, 2019 6:02 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] get_control_behavior().disabled is not reliable on its own
Replies: 3
Views: 2516

Re: get_control_behavior().disabled is not reliable on its own

Attached the simplest one. The right stop had its Logistic connection activated and deactivated, is showing yellow lights (correct) but returns true for this:

Code: Select all

/c game.print(serpent.line(game.player.selected.get_control_behavior().disabled))
by Godmave
Tue Jul 02, 2019 6:36 am
Forum: Modding interface requests
Topic: Railway and Rail Segment controls
Replies: 3
Views: 997

Re: Railway and Rail Segment controls

I would be happy with at least this: https://forums.factorio.com/viewtopic.php?f=28&t=67199 Then I could (slowly) piece together the best path myself :p The "Combine two rail dead ends" is the only one that I would say might break stuff. The rest looks possible to implement without bre...
by Godmave
Sat Apr 06, 2019 11:12 pm
Forum: Implemented mod requests
Topic: Draggable GUIs
Replies: 8
Views: 1742

Re: Draggable GUIs

On that note I would also love to be able to "dock" my own custom stuff to other, even vanilla, "windows".
by Godmave
Mon Mar 25, 2019 7:43 pm
Forum: Won't implement
Topic: Allow modification of rail block connections the pathfinder sees
Replies: 6
Views: 1134

Re: Allow modification of rail block connections the pathfinder sees

I would have thought that I requested this already too. But there is no thread to be found about it in my postings :|
Maybe it was only talked about it on discord.
by Godmave
Mon Mar 25, 2019 7:35 pm
Forum: Implemented mod requests
Topic: scroll-pane position (rw)
Replies: 4
Views: 775

Re: scroll-pane position (rw)

Nice! :)

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