Search found 14 matches
- Mon Feb 03, 2025 11:30 pm
- Forum: Modding interface requests
- Topic: SpriteParameters::rotation
- Replies: 6
- Views: 418
Re: SpriteParameters::rotation
Wouldn't that trade lower VRAM usage for higher CPU/GPU processing usage, i.e. lower FPS?
I mean, something has to rotate those pictures at some point in time.
The main benefit is that you could make more flexible graphics with just one sprite instead of making unique sprites for everything. You ...
- Sat Dec 14, 2024 3:09 am
- Forum: Bug Reports
- Topic: [2.0.25] Custom input linked to clicking fires twice on remote view
- Replies: 0
- Views: 120
[2.0.25] Custom input linked to clicking fires twice on remote view
I have a custom input
{
type = "custom-input",
name = "RTClick",
key_sequence = "",
linked_game_control = "open-gui",
hidden = true
}
I use this to detect when the player clicks certain entities to toggle the visibility of a RenderObject. In normal game view this fires the toggle for ...
{
type = "custom-input",
name = "RTClick",
key_sequence = "",
linked_game_control = "open-gui",
hidden = true
}
I use this to detect when the player clicks certain entities to toggle the visibility of a RenderObject. In normal game view this fires the toggle for ...
- Mon Nov 18, 2024 1:44 am
- Forum: Modding interface requests
- Topic: Add option to NOT reset zoom level when changing characters
- Replies: 0
- Views: 153
Add option to NOT reset zoom level when changing characters
I'm working on updating my mod Renai Transportation to the 2.0 API and in some situations I switch the player character for a copy that has no collision so that it doesn't hit/interrupt trains when using the zipline.
Previously, changing the character the player controls just shifted the camera ...
Previously, changing the character the player controls just shifted the camera ...
- Fri Oct 18, 2024 11:57 pm
- Forum: Won't implement
- Topic: [2.0.6] Missing utility constant for max belt stack size rendering.
- Replies: 7
- Views: 1814
Re: [2.0.6] Missing utility constant for max belt stack size rendering.
Can't believe this game even runs without the option of stacking items on belts like Nestle stacking human rights violations If this post hits 50 likes I will literally drink water lets change the world ![β](//cdn.jsdelivr.net/gh/twitter/twemoji@latest/assets/svg/270a.svg)
![π](//cdn.jsdelivr.net/gh/twitter/twemoji@latest/assets/svg/1f614.svg)
- Tue Jun 01, 2021 1:19 am
- Forum: Modding help
- Topic: Modded car randomly disapears?
- Replies: 3
- Views: 1474
Re: Modded car randomly disapears?
Damn nice catch, yeah I use the invisible car to also guide the zipline and I forgot to think about cases where I destroyed the car for zipline purposes. That must mean that the randomness of the car disappearing was because that check which only happens every 5 seconds was sometimes happening ...
- Sun May 30, 2021 5:42 pm
- Forum: Modding help
- Topic: rail-attached entity to move train
- Replies: 1
- Views: 926
Re: rail-attached entity to move train
On the entity prototype, if you change the type from "simple-entity" to "train-stop" it will act like a train stop in that it can only be placed on rails, and it won't affect train traffic like how a train signal would. Then in control.lua when it gets built, you can set entity.operable = false so ...
- Sun May 30, 2021 5:33 pm
- Forum: Modding help
- Topic: Modded car randomly disapears?
- Replies: 3
- Views: 1474
Modded car randomly disapears?
A crash report for my mod recently revealed a weird situation where cars disappear seemingly at random.
This is my mod here: https://mods.factorio.com/mod/RenaiTransportation
and this is the report: https://mods.factorio.com/mod/RenaiTransportation/discussion/60a08b5134aa311d8601a94e
The mod has ...
This is my mod here: https://mods.factorio.com/mod/RenaiTransportation
and this is the report: https://mods.factorio.com/mod/RenaiTransportation/discussion/60a08b5134aa311d8601a94e
The mod has ...
- Thu Jan 07, 2021 2:30 pm
- Forum: Modding help
- Topic: Can you make an entity with only 2 orientations?
- Replies: 11
- Views: 3459
Re: Can you make an entity with only 2 orientations?
I'm trying to make a bridge in two parts: the ramp going up to bridge level, and the bridge section itself. I only want the bridge to be placeable going horizonally and naturally you would need a ramp going back down on the other side. I could make two separate non-rotatable ramp entities one ...
- Wed Jan 06, 2021 1:40 pm
- Forum: Modding help
- Topic: Can you make an entity with only 2 orientations?
- Replies: 11
- Views: 3459
Re: Can you make an entity with only 2 orientations?
Okay so it turns out the two directions are vertical and horizontal so it'll get rotated if it's a rectangle. Maybe I'll just try to keep it a square shape
- Wed Jan 06, 2021 1:59 am
- Forum: Modding help
- Topic: Can you make an entity with only 2 orientations?
- Replies: 11
- Views: 3459
Re: Can you make an entity with only 2 orientations?
The only entity that I'm aware of that is possible to restrict to just 2 orientations (north and east apparently) is the storage tank entity, which has a specific property to enable that.
That actually sounds pretty good, I can always swap out for the real entity I want with a script. Thanks a ...
- Mon Jan 04, 2021 5:03 pm
- Forum: Modding help
- Topic: Can you make an entity with only 2 orientations?
- Replies: 11
- Views: 3459
Can you make an entity with only 2 orientations?
Most entities either can't be rotated or have all 4 directions. Is there a way to make a custom entity with only 2 orientations, left and right? I know the steam engine has 2 orientations but those are vertical and horizontal meaning the collision box rotates with it too.
- Tue Jun 30, 2020 2:09 am
- Forum: Mod portal Discussion
- Topic: How do I resize images on a mod portal page?
- Replies: 0
- Views: 893
How do I resize images on a mod portal page?
This is my mod page: https://mods.factorio.com/mod/RenaiTransportation
idk if the new update changed the formatting but now all my images are different sizes, most of which have become MUCH bigger. How can I adjust their size?
idk if the new update changed the formatting but now all my images are different sizes, most of which have become MUCH bigger. How can I adjust their size?
- Sat May 09, 2020 4:58 pm
- Forum: Modding help
- Topic: How to get position of a projectile?
- Replies: 3
- Views: 1446
Re: How to get position of a projectile?
I give the projectile a name when I spawn it like:
global.rock = create_entity ({projectile details})
Then in a different script I want to repeatedly teleport the player to that projectile to simulate motion like:
if (global.rock.valid) then
game.get_player(1).teleport(global.rock.position)
end ...
global.rock = create_entity ({projectile details})
Then in a different script I want to repeatedly teleport the player to that projectile to simulate motion like:
if (global.rock.valid) then
game.get_player(1).teleport(global.rock.position)
end ...
- Sat May 09, 2020 12:44 am
- Forum: Modding help
- Topic: How to get position of a projectile?
- Replies: 3
- Views: 1446
How to get position of a projectile?
I have a stream projectile (like spitter acid and flamethrower fire), and when I call for its location with ProjectileName.position it gives me the location where the projectile spawned, no matter where the flying projectile currently is in its arc. Is there a way to get the position of the ...