Search found 27 matches

by unhott
Wed Jan 15, 2020 3:03 am
Forum: Implemented mod requests
Topic: Add source entity argument to entity.damage
Replies: 3
Views: 419

Add source entity argument to entity.damage

https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.damage entity.damage() takes the arguments damage, force, and type, but does not allow you to specify a source. If I recall correctly, on_entity_damaged and on_entity_died events will then fire off with a nil source. I was working on a ser...
by unhott
Sat Jan 04, 2020 2:32 am
Forum: Questions, reviews and ratings
Topic: Modding question - Equipment to add resistances?
Replies: 3
Views: 879

Re: Modding question - Equipment to add resistances?

Only thing I can think of is make multiple versions of your equipment and swap the + resistances equipment with the equipment when the equipment inventory is changed.
by unhott
Fri Jan 03, 2020 6:56 am
Forum: Modding interface requests
Topic: luaGuiElement order property
Replies: 1
Views: 317

luaGuiElement order property

TL;DR I would like a luaGuiElement order property, similar to how the built in craft GUI is orderable What ? Add luaGuiElement.order read/write such that executing this script would immediately move the second element before the first. ` element1.order = "Z" element2.order = "A"...
by unhott
Sun Dec 29, 2019 8:00 pm
Forum: Ideas and Suggestions
Topic: Make "change mod settings" permission into 2
Replies: 1
Views: 273

Make "change mod settings" permission into 2

TL;DR Make a "Change map mod settings" and "Change per player mod settings" separate priileges. What ? As TL;DR states. If we wanted to go crazier it would be nice if you could identify specific settings that can be modified. Why ? I think this is important because server admins...
by unhott
Sun Dec 29, 2019 7:55 pm
Forum: Ideas and Suggestions
Topic: Permission disabled events do not inform the player
Replies: 0
Views: 163

Permission disabled events do not inform the player

TL;DR When an action fails due to missing permission there is no indication to the player What ? I suggest some sort of indication to the player like "You do not have permission to ..." Why ? The reason this is an issue is because I can disable changing mod settings but the game still let...
by unhott
Tue Mar 19, 2019 2:56 pm
Forum: Balancing
Topic: productivity 1 speed penalty is too harsh
Replies: 10
Views: 1392

Re: productivity 1 speed penalty is too harsh

All of these points are valid-- they are worthwhile for the labs and the expensive science packs-- but again that is for players who have already busted out the spreadsheets and found the special places where they work out to have a net benefit. Every benefit mentioned above using speed 1's would st...
by unhott
Tue Mar 19, 2019 12:32 am
Forum: Balancing
Topic: productivity 1 speed penalty is too harsh
Replies: 10
Views: 1392

Re: productivity 1 speed penalty is too harsh

My point: prod 1's have the SAME speed penalty as prod 3's for some arbitrary reason. It is more annoying to try and remove and replace prod 1's later than it is to bother using them in the first place. Additionally, if you tried to make a build early on involving prod 1's you'd have to increase the...
by unhott
Sun Mar 17, 2019 3:21 pm
Forum: Balancing
Topic: productivity 1 speed penalty is too harsh
Replies: 10
Views: 1392

productivity 1 speed penalty is too harsh

4% prod, -15% speed 6% prod, - 15% speed 10% prod, -15% speed If a player puts 3 prod 1's into a refinery, they'll have 12% productivity at a cost of -45% speed (and + 120% energy consumption) -- they would have to basically double their number of refineries to achieve the same net amount of product...
by unhott
Wed Mar 06, 2019 11:17 pm
Forum: Ideas and Requests For Mods
Topic: [Mod Request] Flashlight Follows Mouse
Replies: 6
Views: 828

Re: [Mod Request] Flashlight Follows Mouse

Modders have no ability to track where your mouse is at-- we can only listen for certain events. one of those events is on_selection_changed, which kind of tells us the position of your cursor, if it happens to hover over an entity. I would love to be able to read mouse position, but there is probab...
by unhott
Wed Mar 06, 2019 11:13 pm
Forum: Modding interface requests
Topic: on_put_tile_item?
Replies: 0
Views: 157

on_put_tile_item?

From a discussion in the factorio discord everyone seemed to think on_put_item would work for landfill, before the water tile is removed. but it doesn't seem to actually work and there appears to be no equivalent on_put_tile_item option.
by unhott
Fri Mar 01, 2019 1:57 am
Forum: Modding help
Topic: Reach Distances
Replies: 1
Views: 331

Re: Reach Distances

Are you referring to combat robot deployment or are you referring to the construction range of the personal roboport? If you are referring to personal roboport range, that is based on the prototype of the equipment. You can modify the property 'construction_radius' during the data stage, but not dur...
by unhott
Fri Mar 01, 2019 1:23 am
Forum: Modding interface requests
Topic: Additional API calls related to entity upgrades
Replies: 0
Views: 130

Additional API calls related to entity upgrades

https://lua-api.factorio.com/latest/events.html#on_marked_for_upgrade uses the terminology 'target' , so I think it would be nice to have the ability to say something along the lines of luaEntity.get_upgrade_target --> luaPrototype luaEntity.upgrade() similar to .revive() which leverages multiple re...
by unhott
Thu Feb 28, 2019 12:11 am
Forum: Ideas and Suggestions
Topic: Color differentiated text
Replies: 0
Views: 140

Color differentiated text

I noticed that the messages "out of reach" or whatever that float up when you try and take items from a smelter or chest are the same color as the text that says how many items you got. So when I run down a line of smelters trying to take all their contents, it would be nice if I got a red...
by unhott
Sat Feb 23, 2019 3:22 am
Forum: Ideas and Suggestions
Topic: Disable automatic que for hand-crafting for new players
Replies: 2
Views: 272

Disable automatic que for hand-crafting for new players

When new players have the ability to ignore crafting prerequisites I think they are ill-prepared going forward.
by unhott
Wed Feb 20, 2019 9:41 pm
Forum: Won't implement
Topic: Custom modifiers
Replies: 1
Views: 456

Custom modifiers

The ability to define our own modifier effects.
https://lua-api.factorio.com/latest/Con ... l#Modifier

e.g., add a modifier to non artillery turret range, some entities health, grenade / atomic bomb radius, or something else fun!
by unhott
Sat Feb 02, 2019 3:11 am
Forum: Modding interface requests
Topic: Ability to copy string to clipboard using api
Replies: 3
Views: 614

Ability to copy string to clipboard using api

This exists in the game under the blueprint tool—> export string —> copy

But I can’t find anything like it on the api documentation.

I’d like to be able to call something like player.copy_to_clipboard(string)

/c player.copy_to_clipboard(game.help())
by unhott
Tue Sep 11, 2018 3:05 am
Forum: Mod portal Discussion
Topic: Mod portal upload error!
Replies: 2
Views: 696

Re: Mod portal upload error!

I'd guess you have an unexpected UTF-8 BOM at the start of your info.json. Open it in a hex editor. (I use frhed , though it doesn't really want to let you edit files.) If the first three bytes are "EF BB BF", delete them, save, and update the ZIP file. I'm of the opinion that the mod por...
by unhott
Tue Sep 11, 2018 2:09 am
Forum: Mod portal Discussion
Topic: Mod portal upload error!
Replies: 2
Views: 696

Mod portal upload error!

I can't figure out what's wrong!

Here is the error I'm getting:
Error: Failed to parse info.json: Unexpected UTF-8 BOM (decode using utf-8-sig): line 1 column 1 (char 0) (code: 500)

Any thoughts?
by unhott
Mon Sep 10, 2018 11:51 pm
Forum: Modding help
Topic: How do I access the event when left clicking entity
Replies: 13
Views: 1808

Re: How do I access the event when left clicking entity

Thank you all for your replies!

I'm stoked. I think I can get my mod working how I want it (for now)!

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