Search found 13 matches
- Thu May 04, 2017 3:31 am
- Forum: Implemented mod requests
- Topic: API call to localize string
- Replies: 7
- Views: 2755
Re: API call to localize string
Thank you! This is perfect.
- Thu May 04, 2017 2:02 am
- Forum: Implemented mod requests
- Topic: API call to localize string
- Replies: 7
- Views: 2755
Re: API call to localize string
Take a look at https://github.com/Nexela/compressor For dynamic localized names This is really interesting, but I'm not sure I understand what is happening: You are calling localised_name = {"recipe-name.compress-item", loc_key} which is either {"item-name."..item.name} item.loc...
- Thu May 04, 2017 1:51 am
- Forum: Implemented mod requests
- Topic: API call to localize string
- Replies: 7
- Views: 2755
Re: API call to localize string
I think you misunderstand. "Localized_name" isn't what I want, because it doesn't exist on the object at data.lua time. I can set it, but I can't read it. I want a "localizing_name" which basically says to the engine "use this name to localize instead of the attribute name&q...
- Thu May 04, 2017 1:42 am
- Forum: Implemented mod requests
- Topic: API call to localize string
- Replies: 7
- Views: 2755
API call to localize string
I'm programatically creating clones of existing prototypes in the game. However, this requires me to name them differently, which breaks localization. I've come up with 5 possible solutions (3 of which would require a change from the game): 1. When data:extend() is called, immediately localize, and ...
- Wed May 03, 2017 12:23 pm
- Forum: Modding help
- Topic: How can I make random variations?
- Replies: 4
- Views: 1387
Re: How can I make random variations?
Hmm....I don't think that'd play nice with other mods, but I think that'll work.
Thanks!
Thanks!
- Wed May 03, 2017 11:45 am
- Forum: Modding help
- Topic: How can I make random variations?
- Replies: 4
- Views: 1387
Re: How can I make random variations?
You would not want to randomize things in data.raw on starting the game. Every existing entity of the given type would change to the new parameters. That's exactly what I want (except seeded by the initial game seed). I understand that prototypes are already finalized by that point in time, so I'm ...
- Wed May 03, 2017 11:30 am
- Forum: Modding help
- Topic: How can I make random variations?
- Replies: 4
- Views: 1387
How can I make random variations?
I had a mod idea, but as I've been writing it, I'm realizing more and more that this isn't possible. The initial idea was to make random variations of different types of entities. For example, I would change the bounding box of various items so that they have different sizes, or I would change ratio...
- Fri Apr 28, 2017 9:55 pm
- Forum: Modding interface requests
- Topic: Allow negative values on evolution factors
- Replies: 1
- Views: 1209
Allow negative values on evolution factors
If I set to a negative value, it doesn't decrease evolution over time.
As per this reddit post, it'd be great if I could set negative values on various factors to provide varied "AI" types to aliens.
Code: Select all
data.raw['map-settings']['map-settings']['enemy_evolution'].time_factor
As per this reddit post, it'd be great if I could set negative values on various factors to provide varied "AI" types to aliens.
- Sun Apr 16, 2017 1:41 pm
- Forum: Modding discussion
- Topic: Are style prototypes from 0.14 usable in 0.15?
- Replies: 1
- Views: 899
Re: Are style prototypes from 0.14 usable in 0.15?
The roadmap says that the new terrian is slated for .15, but that the "GUI re-skin and possible improvements" is for .16
viewtopic.php?f=3&t=678
viewtopic.php?f=3&t=678
- Fri Apr 14, 2017 2:48 pm
- Forum: Modding help
- Topic: Feasibility of "manpower"
- Replies: 0
- Views: 566
Feasibility of "manpower"
I'm getting into modding, and I'm looking to create a "hut" or "city" that would provide "manpower". I've had 3 ideas to implement this (from favorite to least favorite): 1. Two different power grids, one of them being "manpower". Different machines may requir...
- Fri Apr 14, 2017 2:30 pm
- Forum: Implemented mod requests
- Topic: Function for focusing a GUI element
- Replies: 16
- Views: 7054
Re: Function for focusing a GUI element
+1. I was just about to write this exact suggestion.
- Tue Mar 21, 2017 9:24 pm
- Forum: Ideas and Suggestions
- Topic: Auto-filtering filters
- Replies: 2
- Views: 1114
Re: Auto-filtering filters
I think that this is more of how people use Factorio. I actually use filter inserters pretty frequently, but I could also see it being useful with signals.
- Wed Mar 15, 2017 4:07 pm
- Forum: Ideas and Suggestions
- Topic: Auto-filtering filters
- Replies: 2
- Views: 1114
Auto-filtering filters
When I build a filter inserter, I really hate looking through the entire list of items that I want to pull out. If the filter inserter is taking from something, take all of the items that the object contains and outputs (if a machine), and put them on a "suggested" pane. This way, if I hav...