Search found 27 matches
- Fri May 20, 2022 8:39 pm
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
Another question:
Is it possible to tell the beacon entity to render spilled items over it instead of under it?
Ok i managed to solve this problem by using animation_list with a single layer / render_layer instead of base_picture. So instead of:
render_layer = "floor-mechanics",
base ...
- Wed May 18, 2022 3:50 pm
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
Unfortunately the only way to know when they're made from blueprints is if the entity in the blueprint had some... Not sure where that is.
I think my solution (which i picked up from some other factorio discussion) is kind of easier, maybe less robust:
I simply check the positon of the becaon ...
I think my solution (which i picked up from some other factorio discussion) is kind of easier, maybe less robust:
I simply check the positon of the becaon ...
- Mon May 16, 2022 4:51 pm
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
I managed to solve the problem with proxies, thanks to https://forums.factorio.com/viewtopic.php?f=28&t=102415
The first version of my mod that i would describe as "working" can now be tested :D
ocs_0.1.0.zip
Note:
It is only very roughly balanced to give you similar/slightly lower production ...
The first version of my mod that i would describe as "working" can now be tested :D
ocs_0.1.0.zip
Note:
It is only very roughly balanced to give you similar/slightly lower production ...
- Mon May 16, 2022 4:10 pm
- Forum: Modding interface requests
- Topic: Event request: Beacon inventory changes due to robots
- Replies: 2
- Views: 1289
Re: Event request: Beacon inventory changes due to robots
Thanks so much, works perfectly (as far as i can tell)!curiosity wrote: Sun May 15, 2022 7:18 am You can partially work around this by doing your stuff when the item proxy is destroyed.
I have uploaded the first version of my mod in the thread linked above.
- Sun May 15, 2022 1:52 am
- Forum: Modding interface requests
- Topic: Event request: Beacon inventory changes due to robots
- Replies: 2
- Views: 1289
Event request: Beacon inventory changes due to robots
Hello,
i am currently creating a new mod that changes beacons to work more like the "adjacency" feature from Supreme Commander:
https://forums.factorio.com/viewtopic.php?f=34&t=101187
Since beacons cannot be made to work like adjancency natively, i had to implement their behaviour myself. So i am ...
i am currently creating a new mod that changes beacons to work more like the "adjacency" feature from Supreme Commander:
https://forums.factorio.com/viewtopic.php?f=34&t=101187
Since beacons cannot be made to work like adjancency natively, i had to implement their behaviour myself. So i am ...
- Sun May 15, 2022 1:37 am
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
Thanks!
Sadly there is no event that fires when robots change the beacon inventory.
Sadly there is no event that fires when robots change the beacon inventory.
- Sun May 15, 2022 12:57 am
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
I need help:
What is the event that triggers when robots place modules into a beacon?
I don't think this mod is possible (if i want to support blueprints) if such an event does not exist. Or i would have to constantly scan all my beacons for changes due to robots inserting, removing or upgrading ...
What is the event that triggers when robots place modules into a beacon?
I don't think this mod is possible (if i want to support blueprints) if such an event does not exist. Or i would have to constantly scan all my beacons for changes due to robots inserting, removing or upgrading ...
- Sat May 07, 2022 12:42 am
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
Improved sprite:
- Fri May 06, 2022 7:00 pm
- Forum: Texture Packs
- Topic: [Request] "Speed Module" 3D model
- Replies: 0
- Views: 2376
[Request] "Speed Module" 3D model
Hello,
im looking for a 3D module of basically any module ( no need to be textured or have materials! ), because i am working on a mod ( https://forums.factorio.com/viewtopic.php?f=34&t=101187&p=567650#p567650 ) that replaces beacons with 1x1 walkable tiles.
- I want to give the entities (which ...
im looking for a 3D module of basically any module ( no need to be textured or have materials! ), because i am working on a mod ( https://forums.factorio.com/viewtopic.php?f=34&t=101187&p=567650#p567650 ) that replaces beacons with 1x1 walkable tiles.
- I want to give the entities (which ...
- Fri May 06, 2022 6:42 pm
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
I managed to get my first actual 3D render ingame:
ocs_concept_art_3.png
Now i just need to make the model a lot better, add connection light animations (i have given up on "arm/cable connnections") and thinking about how i can get it to tile better.
If anybody has a design idea, they would be ...
ocs_concept_art_3.png
Now i just need to make the model a lot better, add connection light animations (i have given up on "arm/cable connnections") and thinking about how i can get it to tile better.
If anybody has a design idea, they would be ...
- Sun Jan 30, 2022 3:45 pm
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
I think the best way would be to have an animation that does something, but not connecting directly to the machine.
For example:
A connector arm putting some cables into the floor towards the directon of the machine like https://raw.githubusercontent.com/Katharsas/Overclocking-Stations-OCS/master ...
For example:
A connector arm putting some cables into the floor towards the directon of the machine like https://raw.githubusercontent.com/Katharsas/Overclocking-Stations-OCS/master ...
- Fri Jan 28, 2022 9:45 pm
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
Ok, i think i have implemented pretty much all event handlers for player actions, and it seems to work fine!
Bots/blueprints are still missing but i think that will not be a big problem and EEI i will implement later.
My next priortiy is graphics, yay!
Originally i had the idea, that the OCS ...
Bots/blueprints are still missing but i think that will not be a big problem and EEI i will implement later.
My next priortiy is graphics, yay!
Originally i had the idea, that the OCS ...
- Wed Jan 26, 2022 12:14 am
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
- I personally wouldn't use objects as table keys like that. Use the unit number instead, yes.
This is very interesting. I tried using objects as table keys, so that a table with two entities looks like this in debugger:
{ [<LuaEntity>]=true, [<LuaEntity>]=true, }
And then i easily check ...
- Sun Jan 23, 2022 10:57 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 26551
Re: New API Docs website
I just disabled box shadows, gives me about 7 more FPS (Firefox) when scrolling (but its still above 150fps average on an i7 7700k and GTX 1060), but more importantly it just feels smoother.
With original page, it sometimes stutters/hitches when you start scrolling. With the shadows disables ...
With original page, it sometimes stutters/hitches when you start scrolling. With the shadows disables ...
- Sun Jan 23, 2022 2:50 pm
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
Thats awesome, thanks!
collision_box works after i used rounding. For some reason, the collision_box of an assembling machine is slightly different during control.lua compared to data-updates.lua (starting at around 3rd decimal, so its not just normal float inaccuracy)^^
collision_box works after i used rounding. For some reason, the collision_box of an assembling machine is slightly different during control.lua compared to data-updates.lua (starting at around 3rd decimal, so its not just normal float inaccuracy)^^
- Sat Jan 22, 2022 3:51 am
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
Thanks!
Another question:
Is it performant and generally "ok" to use Entity object references as keys in a lua table? Or should i use unit_number instead? Basically
table[entity] = { ... }
-- vs
table[entity.unit_number] = { ... }
I think both would work for my code, but there might be ...
Another question:
Is it performant and generally "ok" to use Entity object references as keys in a lua table? Or should i use unit_number instead? Basically
table[entity] = { ... }
-- vs
table[entity.unit_number] = { ... }
I think both would work for my code, but there might be ...
- Fri Jan 21, 2022 11:54 pm
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
Well yeah it seems to be managable. I want to support mods so i just default to generate all furnace sizes, so i get 5 sizes total for vanilla. Will be a bunch more with B&A but its still fine.
One thing though:
I generate my blueprint names like this:
ocs-helper-{{-1'5, -1'5}, {1'5, 1'5 ...
One thing though:
I generate my blueprint names like this:
ocs-helper-{{-1'5, -1'5}, {1'5, 1'5 ...
- Tue Jan 18, 2022 2:29 pm
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
Thanks a lot!
Hmm that would mean that i have to generate all the different sizes to make it same size as crafting machine so it is powered when crafting machine is, i kinda wanted to avoid that because i am a little bit afraid that it is bad for load times or UPS, but i am probably wrong and it ...
Hmm that would mean that i have to generate all the different sizes to make it same size as crafting machine so it is powered when crafting machine is, i kinda wanted to avoid that because i am a little bit afraid that it is bad for load times or UPS, but i am probably wrong and it ...
- Sat Jan 15, 2022 11:58 pm
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
Thanks!
Another question that really troubles me a lot right now:
Everything works out fine with the helper object so far, except that my helper objects does not draw any energy. I thought this was fine, but it means that neither my Overclocking Station nor my crafting machine need to be powered ...
Another question that really troubles me a lot right now:
Everything works out fine with the helper object so far, except that my helper objects does not draw any energy. I thought this was fine, but it means that neither my Overclocking Station nor my crafting machine need to be powered ...
- Mon Jan 10, 2022 11:43 pm
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 8761
Re: Replacing Beacons with Overclocking Stations - possible?
Ok thanks a lot!
I already have more questions! xD
1.)
I can set a LuaEntity to be indestructable during runtime:
https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.destructible
But it seems i cannot make my prototype indestructible from the beginning? There seems to be no attribute for ...
I already have more questions! xD
1.)
I can set a LuaEntity to be indestructable during runtime:
https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.destructible
But it seems i cannot make my prototype indestructible from the beginning? There seems to be no attribute for ...