Search found 73 matches
- Sat Mar 21, 2020 9:52 am
- Forum: Won't fix.
- Topic: [0.18.0] Unknown key: "flying-text.new-technologies-available" in Introduction
- Replies: 8
- Views: 3231
Re: [0.18.0] Unknown key: "flying-text.new-technologies-available" in Introduction
issue still exists in 0.18.15
- Fri Mar 20, 2020 3:02 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 107109
Re: Friday Facts #339 - Beacon HR + Redesign process
...
Personally I find the image with "max occlusion/collision box" much more appealing, especially the version that is not red.
https://cdn.factorio.com/assets/img/blog/fff-339-tower-in-a-hole.png
The absence of color makes it look more clean, so any subtle lightning on it would be easy to ...
- Sun Mar 01, 2020 10:24 am
- Forum: Ideas and Requests For Mods
- Topic: Decoration remover
- Replies: 4
- Views: 2575
Re: Decoration remover
I'd want the dectorio-style decoration remover (as a crafted tool or not, with a research requirement or not)...
...but none of the other recipes in dectorio. They're beyond VERY cluttery when trying to search some recipes for non-decoratives, I'd like to have a "bulk decoration removing options ...
- Sat Feb 22, 2020 11:09 pm
- Forum: Mods
- Topic: [0.17+] Central Rails
- Replies: 27
- Views: 10009
Re: [0.17+] Central Rails
0.18.0 is up. A few known bugs but the thing is much faster.
0.18.1 is in progress. Not sure how many are still on 0.17 so the next release will have a .17 version as well.
0.18.1 is in progress. Not sure how many are still on 0.17 so the next release will have a .17 version as well.
- Wed Feb 12, 2020 10:53 pm
- Forum: Won't implement
- Topic: event when player enters area
- Replies: 10
- Views: 4314
Re: event when player enters area
I've done exactly that in a mod to generalise it. My testing shows I can have a large enough number using this approach with much lower UPS requirements than what I was doing previously.
- Tue Feb 11, 2020 1:05 am
- Forum: Modding help
- Topic: Map editor - how to use named areas/positions and Lua scripts section
- Replies: 1
- Views: 1092
Map editor - how to use named areas/positions and Lua scripts section
Hi,
I'd like an event to fire when a player enters an area in the world or steps on a tile. Possibly I can do this using "named areas" via the map editor. I'm currently doing this via a handler that watches where the player moves (on_player_changed_position).
How exactly do I use named areas ...
I'd like an event to fire when a player enters an area in the world or steps on a tile. Possibly I can do this using "named areas" via the map editor. I'm currently doing this via a handler that watches where the player moves (on_player_changed_position).
How exactly do I use named areas ...
- Tue Feb 11, 2020 1:01 am
- Forum: Won't implement
- Topic: event when player enters area
- Replies: 10
- Views: 4314
Re: event when player enters area
No idea. I was able to use the map editor to create areas but actually detecting what happens afterwards is not obvious to me. The wiki page for the map editor says its "easy" but doesn't say anything after that. I can't find an event in lua-api.factorio.com relating to named areas. I'd be expecting ...
- Mon Feb 10, 2020 9:03 pm
- Forum: Won't implement
- Topic: event when player enters area
- Replies: 10
- Views: 4314
Re: event when player enters area
What was done?
- Mon Feb 10, 2020 5:21 am
- Forum: Won't implement
- Topic: event when player enters area
- Replies: 10
- Views: 4314
event when player enters area
Why
I'm building a scenario to teach people how to play in various ways. One of the aspects is detecting when a player walks/drives into particular areas. There's a bunch of these areas. Right now there's around 30 of them.
How
I'd like some way to have an event triggered when a player enters an ...
I'm building a scenario to teach people how to play in various ways. One of the aspects is detecting when a player walks/drives into particular areas. There's a bunch of these areas. Right now there's around 30 of them.
How
I'd like some way to have an event triggered when a player enters an ...
- Fri Jan 31, 2020 1:09 pm
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 21148
Re: IR in 0.18
You get more time with guitar or whatever
Yikes. Sorry to call you out specifically on this but, a little bit yikes. The amount of expertise, passion, and dedication that's required to create something like this? Deadlock said he needs a break before he can decide whether he's willing to ...
- Mon Jan 27, 2020 4:53 pm
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 21148
Re: IR in 0.18
Personally if I was at this stage, I'd delegate it to someone else and then go learn guitar for a month or two. Klonan has volunteered to do maintenance-only so you should seriously consider his offer. Others can likely deal with bugfixes under his guidance if necessary. This approach would mean ...
- Mon Jan 06, 2020 9:02 am
- Forum: Ideas and Requests For Mods
- Topic: Trains teleport between surfaces
- Replies: 4
- Views: 2297
- Mon Dec 30, 2019 2:00 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 59877
Re: Changelog tutorial
Version 0.0.-1 is bigger than it appears.
- Sat Dec 28, 2019 9:44 pm
- Forum: Ideas and Requests For Mods
- Topic: Please make a mod to add inventory filters to chests
- Replies: 7
- Views: 2992
Re: Please make a mod
https://mods.factorio.com/mod/Filter-Chest (it's a car)
I was thinking of adapting https://mods.factorio.com/mod/compilatron-vehicle when I made my reply. About the same size too just needed new skin and no fuel requirement.
Always wondered why chests don't support filters.Everything else that ...
- Sat Dec 28, 2019 5:06 am
- Forum: Ideas and Requests For Mods
- Topic: Please make a mod to add inventory filters to chests
- Replies: 7
- Views: 2992
Re: Please make a mod
I want ask - can anyone make mod to filtering chests like inventory of train?
Do you want a chest that reserves slots for items using filters?
The intention being you could have one chest set up to reserve some portion for eg iron plate and the rest for copper. Or whatever. You might reserve a ...
- Sat Dec 21, 2019 9:12 am
- Forum: Tools
- Topic: Lua Lint (Sytax Checker) for Notepad++ 64bit
- Replies: 2
- Views: 3421
Re: Lua Lint (Sytax Checker) for Notepad++ 64bit
JSONedit is good. Haven't used lua in VScode. I typically use Notepad++
- Wed Dec 18, 2019 11:55 am
- Forum: Modding interface requests
- Topic: game.write_to_clipboard
- Replies: 10
- Views: 3914
Re: game.write_to_clipboard
Importing things from a file or a players clipboard isn't doable because it would break determinism in multiplayer. There are other reasons as well, but that is the main one.
Correct. The devs have already said this. File access in general systems can be made deterministic but its a world of pain ...
Correct. The devs have already said this. File access in general systems can be made deterministic but its a world of pain ...
- Wed Dec 18, 2019 11:07 am
- Forum: Modding interface requests
- Topic: game.write_to_clipboard
- Replies: 10
- Views: 3914
Re: game.write_to_clipboard
Files just aren't the same as the clipboard. Its as simple as that. Especially when you're exporting/importing blueprint-like structures. These are GUI operations. Much easier to explain to a room of kids how to export a blueprint etc than dig through the filesystem if that was the only way. I know ...
- Wed Dec 18, 2019 12:49 am
- Forum: Modding interface requests
- Topic: game.write_to_clipboard
- Replies: 10
- Views: 3914
Re: game.write_to_clipboard
game.write_to_clipboard has a bunch of issues. Not sure if the benefits outweigh the annoyances.
Better off just having another kind of GUIelement you can add where you can specify what you want copied to the clipboard. If the user clicks that button, it shows a factorio supplied window of its own ...
Better off just having another kind of GUIelement you can add where you can specify what you want copied to the clipboard. If the user clicks that button, it shows a factorio supplied window of its own ...
- Fri Dec 06, 2019 10:00 am
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 59877
Re: Changelog tutorial
Just made Changelog tools to automate this. Far from finished and I'm sure there's plenty to do.