Search found 13 matches

by thenameipicked
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.
by thenameipicked
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...
by thenameipicked
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...
by thenameipicked
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 ...
by thenameipicked
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!
by thenameipicked
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 ...
by thenameipicked
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...
by thenameipicked
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

Code: Select all

data.raw['map-settings']['map-settings']['enemy_evolution'].time_factor
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.
by thenameipicked
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
by thenameipicked
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...
by thenameipicked
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.
by thenameipicked
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.
by thenameipicked
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...

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