Search found 76 matches
- Fri Jun 03, 2022 12:16 am
- Forum: Modding help
- Topic: [SOLVED] GUI table row caption, item-name or entity-name?
- Replies: 2
- Views: 861
Re: GUI table row caption, item-name or entity-name?
I finally got something that works. This is what I ended up with: local function addLoanWindowRow(p_name, item_internal_name, count) if not global.players[p_name].info_table then initLoanWindow(p_name) end local info_table = global.players[p_name].info_table if global.players[p_name].loan_window_lab...
- Wed Jun 01, 2022 11:28 pm
- Forum: Modding help
- Topic: [SOLVED] GUI table row caption, item-name or entity-name?
- Replies: 2
- Views: 861
[SOLVED] GUI table row caption, item-name or entity-name?
I'm writing a mod that allows you to cheat items into existence, but keeps track of what you cheat into existence so that you can later repay it back. IE: start a fresh game with all tech unlocked, and cheat electric miners into existence along with your end-game mall without needing to wait for tec...
- Tue Aug 24, 2021 2:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.38] Regression from 1.1.37 - unable to have more than 50 modules in a recipe
- Replies: 3
- Views: 3768
Re: [1.1.38] Regression from 1.1.37 - unable to have more than 50 modules in a recipe
There is a lot of misleading details here. What you are describing is not about the module when trying to put them into the module slots, but instead its about just any item that in the ingredient inventory does not insert above the stack size even when recipe has ingredient requirement larger of m...
- Tue Aug 24, 2021 3:15 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.38] Regression from 1.1.37 - unable to have more than 50 modules in a recipe
- Replies: 3
- Views: 3768
[boskid][1.1.38] Regression from 1.1.37 - unable to have more than 50 modules in a recipe
This behavior occurs in a modded game, but can be reproduced in a minimally modded game (no mods save one specifically designed to show this behavior). The MiningUPSGrade mod (available via mod portal) can demonstrate this behavior easily enough. Lay down an assembler, select the MiningUPSGrade reci...
- Sun Jul 04, 2021 10:20 pm
- Forum: Won't fix.
- Topic: [1.1.35] Massively scaled building mini-views cause huge performance hit.
- Replies: 13
- Views: 3686
Re: [1.1.35] Massively scaled building mini-views cause huge performance hit.
To me the "ideal" solution is to give modders better tools to work with engine limitations instead of imposing more limitations and recommending horrible hacks. In this case a prototype flag to not render the entity preview seems sufficient to solve both the tooltip and the gui opened FPS...
- Sat Jul 03, 2021 11:26 pm
- Forum: Won't fix.
- Topic: [1.1.35] Massively scaled building mini-views cause huge performance hit.
- Replies: 13
- Views: 3686
Re: [1.1.35] Massively scaled building mini-views cause huge performance hit.
what if we could just set the electric search area to be that of a smaller entity and offset it? That really wouldn't work. In order to do that you'd need to basically...imagine a smelter with a yellow box in one corner and if you didn't provide power to *that one specific corner* the building woul...
- Fri Jul 02, 2021 7:37 pm
- Forum: Won't fix.
- Topic: [1.1.35] Massively scaled building mini-views cause huge performance hit.
- Replies: 13
- Views: 3686
Re: [1.1.35] Massively scaled building mini-views cause huge performance hit.
Ohhh, so when you say 'render' you mean that yellow box around the corners of the entity + the yellow outline around the power poles! Ok. That makes sense. Would making these entities void powered resolve that problem? Every other solution I have in mind requires scripting to make it work (like drop...
- Fri Jul 02, 2021 7:11 pm
- Forum: Won't fix.
- Topic: [1.1.35] Massively scaled building mini-views cause huge performance hit.
- Replies: 13
- Views: 3686
Re: [1.1.35] Massively scaled building mini-views cause huge performance hit.
lol. As far as causes go that's pretty funny. For what it's worth, the reason for the buildings being so massive is: 1. Optional (all the mods have a setting to constrain building size) 2. So that you can have a megabase which takes up the same space (and thus face all the problems) as a 'real' (van...
- Fri Jul 02, 2021 5:59 pm
- Forum: Won't fix.
- Topic: [1.1.35] Massively scaled building mini-views cause huge performance hit.
- Replies: 13
- Views: 3686
[1.1.35] Massively scaled building mini-views cause huge performance hit.
Technically a modded problem, but given that I'm (more or less) only using the scale property on an existing factorio entity, this problem is actually inherent to Factorio itself. Whether you choose to fix it or not *shrug*, but I want you to be aware at least. I have a number of mods that aim to ma...
- Fri Oct 02, 2020 7:39 pm
- Forum: Modding help
- Topic: [1.0.0] create_effect for entities appears not to react to 'script' type.
- Replies: 1
- Views: 827
[1.0.0] create_effect for entities appears not to react to 'script' type.
Control.lua: local function do_dump(o) if type(o) == 'table' then local s = '{ ' for k,v in pairs(o) do if type(k) ~= 'number' then k = '"'..k..'"' end s = s .. '['..k..'] = ' .. do_dump(v) .. ',' end return s .. '} ' else return tostring(o) end end function on_script_trigger_effect(event)...
- Wed Sep 30, 2020 9:11 pm
- Forum: Modding help
- Topic: [Solved] Turn event.name into actual event name?
- Replies: 3
- Views: 1194
Re: Turn event.name into actual event name?
Oy vey. Thanks.
- Wed Sep 30, 2020 8:28 pm
- Forum: Modding help
- Topic: [Solved] Turn event.name into actual event name?
- Replies: 3
- Views: 1194
[Solved] Turn event.name into actual event name?
I'm trying to figure out an inter-mod conflict. Part of that is trying to figure out exactly which event is being sent between mods and that it's handled correctly. When I print out event.name, I get '78'. I was hoping for, ya know, an actual name (like script_raised_destroy -- what I expect to find...
- Sun Sep 06, 2020 9:26 pm
- Forum: Modding help
- Topic: [Solved] Biter walking (not max/attack) speed.
- Replies: 1
- Views: 808
Re: Biter walking (not max/attack) speed.
Turns out I was wrong. The movement_speed does actually affect their walking speed. But factorio pathing glitches out at anything great than the walking speed of a spitter. If you double spitters to walk as fast as biters, pathing frequently encounters a 'pause' step during pathing, but the group ke...
- Sun Sep 06, 2020 3:12 am
- Forum: Modding help
- Topic: [Solved] Biter walking (not max/attack) speed.
- Replies: 1
- Views: 808
[Solved] Biter walking (not max/attack) speed.
What I mean is: data.raw.unit["behemoth-spitter"].movement_speed = 1.0 If I set that to 1.0, the biters can move at 216KM/h. But they don't, until they see my defensive wall and move from 'walk slowly twoard base' mode to 'attack mode!'. So...how do I get the biters to hurry the **** up to...
- Mon Aug 31, 2020 4:49 pm
- Forum: Questions, reviews and ratings
- Topic: Mods for UPS and Performance?
- Replies: 12
- Views: 4949
Re: Mods for UPS and Performance?
Are there any mods that can help improve UPS performance with minimal gameplay changes? I'm envisioning something like Factorissimo2, but instead of the interiors of building being run by the game engine they are simulated or modeled in a much more computationally efficient way. There would probabl...
- Sun Aug 30, 2020 1:11 am
- Forum: Gameplay Help
- Topic: Help me make biters more impactful
- Replies: 1
- Views: 949
Help me make biters more impactful
So here's what I'm after: I want the biter bases around my base to be capable of absorbing *all* of the pollution my factory outputs, and I want them to send groups of bugs against my walls as fast as my pollution cloud permits. So, for example, let's say my actual base defense perimeter is 3x3 chun...
- Fri May 22, 2020 12:05 am
- Forum: Texture Packs
- Topic: [Request] New Chemical Plant for Assembler UPS grade mod
- Replies: 1
- Views: 2724
Re: [Request] Icons for Assembler UPS grade mod
Update: I went ahead and made my own art. Not that I would turn down better stuff, but meh; something is better than grayboxing. The mod itself is here: https://mods.factorio.com/mod/AssemblerUPSGrade One snag I hit though: The Chemical Plant just looks plain stupid when scaled up. Why? Well, the pr...
- Wed May 20, 2020 4:19 am
- Forum: Modding help
- Topic: Ontick scripting that offloads non-critical work to non-ontick worker?
- Replies: 3
- Views: 1061
Re: Ontick scripting that offloads non-critical work to non-ontick worker?
Yeah...see, I'm used to the C-style of thinking which says "You can absolutely blow your own head off. Don't aim at your face!" I'd only ever update entity contents inside ontick() itself, because that's the only place synchronization is guaranteed, but you wouldn't be able to enforce that...
- Wed May 20, 2020 1:23 am
- Forum: Modding help
- Topic: Ontick scripting that offloads non-critical work to non-ontick worker?
- Replies: 3
- Views: 1061
Ontick scripting that offloads non-critical work to non-ontick worker?
I'm a trained/experienced programmer, but I prefer C and other compiled languages. I haven't dabbled with lua scripting outside of things done during game load (so, nothing using ontick()). I have a mod I want to modify. Fundamentally it places down chest entities and then every second it scans thos...
- Wed May 13, 2020 2:37 am
- Forum: Texture Packs
- Topic: [Request] New Chemical Plant for Assembler UPS grade mod
- Replies: 1
- Views: 2724
[Request] New Chemical Plant for Assembler UPS grade mod
Mod concept: ASICs (Application Specific Integrated Circuit) exist in the real world as a purpose built piece of hardware that can only ever do exactly one thing, but it can do that one thing *very* efficiently. Bitcoin miners are the primary thing that made people remember ASICs were a thing. Switc...