Search found 329 matches

by Stringweasel
Wed Feb 07, 2024 8:42 am
Forum: Not a bug
Topic: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events
Replies: 7
Views: 596

Re: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events

(Yes, I'm aware occasion mods fail to signal as well but those tend to get fixed quickly, and the entity.valid == true check is relatively expensive compared to the rest of the code - that one check is about 10% of its runtime according to the profiler). Not sure how you tested the performance of t...
by Stringweasel
Tue Feb 06, 2024 2:43 pm
Forum: Ideas and Requests For Mods
Topic: [IDEA] ICBMs
Replies: 7
Views: 646

Re: [IDEA] ICBMs

You might be looking for the mod Ballistic Missile :)

Image
by Stringweasel
Sat Feb 03, 2024 10:07 am
Forum: Modding interface requests
Topic: Distance limit parameter for `spill_item_stacks`
Replies: 4
Views: 693

Re: Distance limit parameter for `spill_item_stacks`

+1 My use case is in Biter Power I have turrets that shoots cages to capture biters. This is done with scripting for a few reasons and thus uses spill_item_stack. And if the player doesnt clean up enough the same problem as outlined above might arise. If 2.0 is used to change the function to accept ...
by Stringweasel
Mon Jan 29, 2024 8:08 pm
Forum: Ideas and Suggestions
Topic: Better victory GUI
Replies: 8
Views: 2445

Re: Better victory GUI

A small note to add, if this gets added to vanilla I think it's important that mods need to be able to add (and remove?) stats in the GUI. Some really cool things have already been added to Better Victory Screen by mods which I think will be really fun for the player to see in modded games.
by Stringweasel
Wed Jan 24, 2024 9:35 pm
Forum: Modding help
Topic: on_entity_damaged damage_type returns __self = 0
Replies: 4
Views: 340

Re: on_entity_damaged damage_type returns __self = 0

Is that while printing it using serpent? Or logging it? Looks like a LuaObject, which can't be printed.

Of you show your code it would be easier to help.
by Stringweasel
Wed Jan 24, 2024 9:37 am
Forum: Ideas and Requests For Mods
Topic: Breadboards for circuit network combinators
Replies: 3
Views: 408

Re: Breadboards for circuit network combinators

If you want a tool with less bells and whistles you can try

https://mods.factorio.com/mod/circuitissimo
by Stringweasel
Mon Jan 22, 2024 6:43 pm
Forum: Documentation Improvement Requests
Topic: LuaBurner.currently_burning allows writing string too
Replies: 1
Views: 402

Re: LuaBurner.currently_burning allows writing string too

Another little note, it's possible to set `currently_burning` to any fuel, regardless of the burner's fuel category.
by Stringweasel
Fri Jan 19, 2024 3:09 pm
Forum: Documentation Improvement Requests
Topic: More information on game.set_game_state
Replies: 1
Views: 344

Re: More information on game.set_game_state

Added note about this function only triggering the "Game Finished" screen the first time it's called, unless...
by Stringweasel
Tue Jan 16, 2024 7:16 pm
Forum: Mod portal Discussion
Topic: Mod Portal Feature Request: show dependency graph
Replies: 8
Views: 1498

Re: Mod Portal Feature Request: show dependency graph

+1 To be able to see on the mod portal all mods that (optionally) depend on a mod. Even if it's only visible to the mod authors. A simple list of mods is fine. And maybe it's easiest if it only checks the latest version of said mods. My use case is that there are a few reports of players installing ...
by Stringweasel
Mon Jan 15, 2024 1:33 pm
Forum: Mods
Topic: [Mod 1.1] Memory cards - physical signal storage
Replies: 11
Views: 1090

Re: [Mod 1.1] Memory cards - physical signal storage

I love the graphic for the Signal Writer! Very innovative way of using existing sprites. https://assets-mod.factorio.com/assets/2e2e6d2d4a0b8e06927fb9847dc1861e402eb61d.png What the main use case for this mod in your opinion? Maybe having multiple desinations for SE spaceships without having to to b...
by Stringweasel
Sat Jan 13, 2024 7:53 am
Forum: Modding help
Topic: Help dividing entity stats based on existing entity stats
Replies: 9
Views: 761

Re: Help dividing entity stats based on existing entity stats

If you look at the actual data you're trying to use it's not really a number but a string "90kW". You van find it here , or in your game files. So you need to convert it. Luckily Factoeio provides a tool to do this. Remember, you'll to convert it back again local stone_furnace_power = ... ...
by Stringweasel
Thu Jan 11, 2024 3:18 pm
Forum: Documentation Improvement Requests
Topic: More information on game.set_game_state
Replies: 1
Views: 344

More information on game.set_game_state

https://lua-api.factorio.com/latest/classes/LuaGameScript.html#set_game_state There is very limited information about this command in the docs, and I thought it might be useful to add some after creating Better Victory Screen . I would propose something like: game_finished: Triggers the "Game F...
by Stringweasel
Wed Jan 10, 2024 4:52 pm
Forum: Ideas and Suggestions
Topic: QoL request: Train Station Labels
Replies: 3
Views: 478

Re: QoL request: Train Station Labels

Could be cool if the name was shown in the tooltip
by Stringweasel
Tue Jan 09, 2024 7:03 am
Forum: Modding discussion
Topic: Best practices for setting player speed?
Replies: 2
Views: 391

Re: Best practices for setting player speed?

Hello! Not sure about the running_speed_modifier. Might be if other mods might change it after you do. A trick you can use is to add an invisible sticker to the character. Similar to what slow-down capsules do, except to increase speed. The tricky part is managing it though. Is it automatically crea...
by Stringweasel
Fri Jan 05, 2024 12:33 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 134
Views: 27256

Re: Friday Facts #392 - Parametrised blueprints

Can't wait to use this in bot-malls and train stations! I do have two questions though: What happens when you specify 3 parameterized ingredients, but the recipe only has two? My hope would be that the third is silently ignored. Can you please turn the tiny checkmark button into a big "Confirm&...
by Stringweasel
Wed Dec 13, 2023 10:53 am
Forum: Modding interface requests
Topic: Exclude entity from mining productivity
Replies: 10
Views: 1103

Re: Exclude entity from mining productivity

I was looking into this for Biter Power as well where I didn't want the Egg Extractors to be affected by mining productivity. I left it be though, because thematically it still works in my case, it just made scaling the "mining rate" harder. If possible I would still change it back to a fl...

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