Search found 1694 matches
- Mon Aug 12, 2024 12:58 pm
- Forum: Outdated/Not implemented
- Topic: Water Cannon
- Replies: 5
- Views: 417
Re: Water Cannon
... it would make FireFlame to be a lot more complex because it would have to be a military target for turrets to see them. It's even more difficult than this! You can use this mod if you want https://mods.factorio.com/mod/WaterTurret Unfortunately, there are some problems with that mod that I coul...
- Thu Aug 08, 2024 10:52 am
- Forum: Mod portal Discussion
- Topic: Updated Mod Portal Frontpage
- Replies: 8
- Views: 551
Re: Updated Mod Portal Frontpage
I'm sure that if you run some stats, the chances someone coming on the mod portal happens to be interested by one of the 20 most recently updated mods must be infinitesimal. Or alternatively, if you want mods displayed on the default tab, maybe change the default tab to "most downloaded" ...
- Thu Aug 08, 2024 9:29 am
- Forum: Modding help
- Topic: Access content of trash slots
- Replies: 3
- Views: 230
Re: Access content of trash slots
The second point about finding the "max non-nil logistic request slot_index" was specifically referring to the logistic request slots, not the trash slots. Thats fine though. My solution incurs a negligible performance hit so Im not worried about it Ooops, sorry! My mind was set on trash,...
- Wed Aug 07, 2024 5:03 pm
- Forum: Modding help
- Topic: Access content of trash slots
- Replies: 3
- Views: 230
Re: Access content of trash slots
I've figured out how to access the main inventory with `player.get_main_inventory()` but I can't find anything specific to the trash slots on the docs. Maybe I'm just overlooking it? You can use LuaControl::get_inventory : local trash local character = player and player.valid and player.character i...
- Sat Aug 03, 2024 12:44 pm
- Forum: Ideas and Suggestions
- Topic: stop rendering in the backround
- Replies: 9
- Views: 693
Re: stop rendering in the backround
Is there some way to pause the game for real, so that the laptop doesn't consume as much power while the game is idle? You can try "suspending" the process in windows task manager, it is a little different use case if the game is expected to run or not in background, as in this case nothi...
- Fri Aug 02, 2024 9:05 am
- Forum: Ideas and Suggestions
- Topic: stop rendering in the backround
- Replies: 9
- Views: 693
Re: stop rendering in the backround
… when Factorio is in the background/not the focused window … it is unnecessarily rendering and on my laptop is using 40% of the GPU's power Does that mean you just switch to another program but the game continues (i.e., game time is progressing) in the background? If so, I've a problem that's simi...
- Thu Aug 01, 2024 3:16 pm
- Forum: Modding interface requests
- Topic: Add quantity to choose-elem-button
- Replies: 6
- Views: 1063
Re: Add quantity to choose-elem-button
+1. However, I'd like to be able to make the quantity selector optional. (Use case: Currently working on GUIs for Autodrive where players should be able to set preferred fuel/ammo items for a vehicle, but shouldn't be able to set the quantity unless the vehicle grid contains a certain equipment.)
- Mon Jul 29, 2024 2:47 pm
- Forum: Mod portal Discussion
- Topic: Limit the number of a direct dependencies per mod
- Replies: 26
- Views: 1897
Re: Limit the number of a direct dependencies per mod
… "MyRus2" and "RusGoldLocal-AllRussianTranslateMods" … Good thing that you can tell by their name that they are translation mods. Yes. But there are mods that have no English title, description, or info page . One can only tell what that mod is about (without downloading it, th...
- Mon Jul 29, 2024 11:37 am
- Forum: Mod portal Discussion
- Topic: Limit the number of a direct dependencies per mod
- Replies: 26
- Views: 1897
Re: Limit the number of a direct dependencies per mod
I just noticed a change in the way dependencies are presented: In the tab "This mod", "Required" and "Optional" dependencies are subsumed under "Default". This used to be the case for the tab "From other mods" as well. However, there now is a new cat...
- Sat Jul 27, 2024 10:08 am
- Forum: Ideas and Suggestions
- Topic: Tanks & Cars remote control
- Replies: 5
- Views: 526
Re: Tanks & Cars remote control
TL;DR Tanks and Car's can be controlled like spidertrons remotely and auto fire Check out Autodrive ! You can equip vehicles with "sensors" for specific purposes. Vehicles that have loaded guns and are equipped with an enemy sensor will shoot at enemies within range of their selected weap...
- Sat Jul 27, 2024 9:53 am
- Forum: Modding help
- Topic: Editing effects of every module
- Replies: 5
- Views: 299
Re: Editing effects of every module
for k, x in pairs(data.raw.module) do … data.raw.module[k]=x end You don't need data.raw.module[k]=x here! 1) The x table in the loop may not actually be linked to the table in data.raw. At the end of your for loop, try adding the line data.raw.module[k]=x Agreed, it's easy to mess up things by wor...
- Fri Jul 26, 2024 4:38 pm
- Forum: Modding help
- Topic: Editing effects of every module
- Replies: 5
- Views: 299
Re: Editing effects of every module
for k, x in ipairs(data.raw.module) do … end This version doesn't work, the mod will successfully load but none of the modules change their effects, not even the vanilla ones. Any advice on how to do this? Try this instead: for k, x in pairs(data.raw.module) do … end You can use 'ipairs' for arrays...
- Wed Jul 24, 2024 2:23 pm
- Forum: Modding discussion
- Topic: A mod with NPC ?
- Replies: 5
- Views: 425
Re: A mod with NPC ?
I was thinking more about human NPCs, but I am happy to see that it seems possible! Technically, the cats and dogs are of the 'unit' type (same as biters/spitters). This should make it possible to order them to move to another position. Of course, it would also be possible to use NPCs of type 'char...
- Tue Jul 23, 2024 6:46 am
- Forum: Modding discussion
- Topic: A mod with NPC ?
- Replies: 5
- Views: 425
- Sat Jul 20, 2024 9:27 am
- Forum: Modding discussion
- Topic: Mod loading order confusion
- Replies: 7
- Views: 590
Re: Mod loading order confusion
Good! I've just got the next report related to SchallTankWoodcutting (this time without SchallTransportGroup) loading before autodrive, so it seems I must make a fork after all.BrainGamer_ wrote: ↑Sun Jul 14, 2024 12:39 pmI'd read it the same way yeah. Publishing a fork that fixes a compatibility issue should not break this license.
- Thu Jul 18, 2024 7:33 am
- Forum: Outdated/Not implemented
- Topic: Removing the Spidertron "screen jitter" on moving around.
- Replies: 27
- Views: 3888
Re: Removing the Spidertron "screen jitter" on moving around.
The wobble isn't an animation, it is the spidertron actually physically moving in a wobbly way to another coordinate. It's basically a fairly simple physical model where the legs and body are attached with simulated springs. […] The wobble isn't really programmed in, and it might be tricky to remov...
- Sun Jul 14, 2024 9:10 am
- Forum: Modding discussion
- Topic: Mod loading order confusion
- Replies: 7
- Views: 590
Re: Mod loading order confusion
I guess the only other solution is to mark it incompatible in your mod :cry: Yes, probably. I thought I could get away with just blacklisting the vehicle from SchallTankWoodcutting, but the mod doesn't create a new car prototype! Instead, it acts on impact damage caused by any vehicle with vehicle....
- Sat Jul 13, 2024 11:39 am
- Forum: Modding discussion
- Topic: Mod loading order confusion
- Replies: 7
- Views: 590
Re: Mod loading order confusion
The game figures out the dependency chain length of each mod (as in: what is the longest dependency chain for a mod that needs to load before it can load) and then loads mods from the shortest chain length to the longest. Mods that have the same dependency chain length are sorted based on their int...
- Wed Jul 10, 2024 12:11 pm
- Forum: Modding discussion
- Topic: Mod loading order confusion
- Replies: 7
- Views: 590
Mod loading order confusion
One of my mods was reported to crash in the handler for on_entity_damaged because another mod had destroyed event.entity of the previous event (if damage_type is "impact", on_entity_damaged will first run for the damaged entity by event.cause, then the event will be raised again for event....
- Sun Jul 07, 2024 5:32 am
- Forum: Modding help
- Topic: question about healing_per_tick
- Replies: 1
- Views: 312
Re: question about healing_per_tick
The documentation for healing_per_tick says: "The entity must be active for this to work". What does that mean? See here : Deactivating an entity will stop all its operations (car will stop moving, inserters will stop working, fish will stop moving etc). Entities that are not active natur...