Search found 529 matches

by Xorimuth
Tue Feb 07, 2023 11:04 pm
Forum: Modding help
Topic: Scripting camera position.
Replies: 2
Views: 84

Re: Scripting camera position.

Moving the camera position is basically impossible. Cutscenes is one option, maybe there's some other hacky solution I hadn't considered... A larger problem is that you can't read the player's cursor position. Or at least, you can, but only in response to a CustomInput (i.e. when the player clicks o...
by Xorimuth
Mon Feb 06, 2023 11:48 am
Forum: Modding interface requests
Topic: New Event: on_entity_teleported, script_raised_teleported
Replies: 5
Views: 560

Re: New Event: on_entity_teleported, script_raised_teleported

+1
Picker dollies and Space Exploration both use teleportation and are both very common. It would be nice not to have to rely on implementing custom events, etc.
by Xorimuth
Thu Feb 02, 2023 2:50 pm
Forum: Mod portal Discussion
Topic: [Preview] Mod Portal: Weekly Highlights
Replies: 13
Views: 574

Re: [Preview] Mod Portal: Weekly Highlights

Awesome!

"Highlights from 2023-02-05 until 2023-01-30" I think your start and end dates are wrong :D
by Xorimuth
Wed Feb 01, 2023 2:01 am
Forum: Modding interface requests
Topic: Allow LuaPlayer.cursor_stack_temporary write for all selection tools
Replies: 2
Views: 111

Re: Allow LuaPlayer.cursor_stack_temporary write for all selection tools

Are you aware of the "only-in-cursor" flag on item prototypes? https://wiki.factorio.com/Types/ItemPrototypeFlags#%22only-in-cursor%22 Although personally I'd like `cursor_stack_temporary` write for all items, as I currently attempt to implement a similar thing for the wires in Wire Shortc...
by Xorimuth
Sat Jan 28, 2023 2:26 am
Forum: Ideas and Requests For Mods
Topic: Coloring Cars (And other entities) Similar to Trains [Mod Found!]
Replies: 5
Views: 641

Re: Coloring Cars (And other entities) Similar to Trains

I guess the current API does support it in some way as someone (about a month ago now at time of post) has made such a mod now! This makes me quite happy and here is the link to the mod in question for anyone else who is interested. https://mods.factorio.com/mod/CustomColor Indeed, it isn't actuall...
by Xorimuth
Mon Jan 23, 2023 1:03 pm
Forum: Modding help
Topic: Migration file order
Replies: 9
Views: 226

Re: Migration file order

I had learned to name the migration files as "mod-name_version", where version matched the mod version it's introduced with. I don’t believe this solution always works correctly, since 1.2.30 will sort before 1.2.4. Using dates is the best method. Except that there are different date form...
by Xorimuth
Mon Jan 23, 2023 8:44 am
Forum: Modding help
Topic: Migration file order
Replies: 9
Views: 226

Re: Migration file order

I don't remember where I learned it, and I don't know if this is the "correct" way or if it's inconsequential, but I had learned to name the migration files as "mod-name_version", where version matched the mod version it's introduced with. As such, as DaveMcW said, I believe it ...
by Xorimuth
Fri Jan 20, 2023 11:03 pm
Forum: Gameplay Help
Topic: Bad balancer
Replies: 8
Views: 399

Re: Bad balancer

Your underground belt is backwards :D
by Xorimuth
Tue Jan 17, 2023 12:50 pm
Forum: Modding help
Topic: Updated documentation of the MOD Factorio Library
Replies: 12
Views: 428

Re: Updated documentation of the MOD Factorio Library

I had a similar problem like you. While the example at https://factoriolib.github.io/flib/examples/dictionary.lua.html worked in single player it caused an instant de-sync in multi-player. I managed to adapt the demo code so it works and does not de-sync. The only changes I had to make were: Change...
by Xorimuth
Sat Jan 14, 2023 6:28 pm
Forum: Gameplay Help
Topic: Creative mode settings when starting a new game
Replies: 8
Views: 394

Re: Creative mode settings when starting a new game

BoogerPoo2002 wrote:
Sat Jan 14, 2023 6:05 pm
Is there a way to fire weapons from vehicles without a player character?
Yes, in editor mode you can hover your mouse over a vehicle, press Enter, and you'll be driving the vehicles.
by Xorimuth
Fri Jan 13, 2023 1:30 pm
Forum: Releases
Topic: Version 1.1.75
Replies: 17
Views: 6932

Re: Version 1.1.75

aka13 wrote:
Fri Jan 13, 2023 8:29 am
"Certain modpack" :D
Loaders in 1.2/dlc confirmed?
Make belts viable for megabases again!
He said on discord that the modpack was SE+K2.
by Xorimuth
Thu Jan 12, 2023 10:22 pm
Forum: Gameplay Help
Topic: What does "200% fire rate in cascade" of the Spidetron weapon mean?
Replies: 2
Views: 268

Re: What does "200% fire rate in cascade" of the Spidetron weapon mean?

It means that after firing a rocket and automatically switching selected weapon to the next rocket, the cooldown will already be half-done. So as long as at least 2 of the 4 spidertron rocket launchers have ammo, then it will launch them twice as fast as it would otherwise, yes. Lex's aircraft gunsh...
by Xorimuth
Thu Jan 12, 2023 6:18 pm
Forum: Mod portal Discussion
Topic: Broken HTML in notification emails
Replies: 2
Views: 183

Broken HTML in notification emails

As of today, my email notifications seem to have broken HTML in them... see one from 3 days ago, and one from today: Hello Xorimuth, You have a new notification on the Factorio Mod Portal. New reply in Two small suggestions by Vodith. You can see all your notifications, as well as disable them, on t...
by Xorimuth
Thu Jan 12, 2023 1:40 pm
Forum: Releases
Topic: Version 1.1.75
Replies: 17
Views: 6932

Re: Version 1.1.75

Deadlock989 wrote:
Thu Jan 12, 2023 12:27 pm
When did native loaders pulling from cargo wagons become a thing?
In this version :)

I presume "containers" in this context means "everything except trains", but I haven't checked.
by Xorimuth
Sun Jan 08, 2023 11:27 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.74] Can't drag wires in map view when drag map keybind inteferes
Replies: 3
Views: 607

Re: [1.1.74] Can't drag wires in map view when drag map keybind inteferes

As a workaround for this issue, would adding a 'drag_map' checkbox to the permissions list be feasible? Then I could disable it only whilst holding a wire/cable. Currently dragging is allowed even when all permissions are disabled.
by Xorimuth
Fri Jan 06, 2023 11:09 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.74] Can't drag wires in map view when drag map keybind inteferes
Replies: 3
Views: 607

[1.1.74] Can't drag wires in map view when drag map keybind inteferes

In vanilla, default settings, you cannot use wires/cables in map view near the player because it conflicts with the click-to-drag feature. If you rebind the 'drag map' keybind to anything other than left-click, you can now use wires/cables in map view. This becomes particularly apparent with my mod ...
by Xorimuth
Fri Jan 06, 2023 10:50 pm
Forum: Implemented mod requests
Topic: LuaPlayer::drag_target
Replies: 1
Views: 177

LuaPlayer::drag_target

In my mod (Wire Shortcut X) I want to be able the read whether the player has a drag target (i.e. is dragging a wire/cable from an entity). Personally I don't care what it is, just whether or not it exists. But it should probably return the LuaEntity. I also don't need to be able to write it, since ...
by Xorimuth
Fri Jan 06, 2023 12:44 pm
Forum: Assigned
Topic: [Klonan] Train GUI formatted incorrectly for one type of locomotive?
Replies: 7
Views: 378

Re: Train GUI formatted incorrectly for one type of locomotive?

I think the strange-looking width is caused by the fuel tab (lots of fuel slots, maybe a pollution efficiency multiplier as well), and is expected behaviour. The strangeness around the bottom is a base game bug happening because of the Train Groups relative GUI at the top: https://forums.factorio.co...
by Xorimuth
Thu Jan 05, 2023 9:22 pm
Forum: Modding interface requests
Topic: Documentation Improvement Requests
Replies: 330
Views: 47951

Re: Documentation Improvement Requests

https://lua-api.factorio.com/latest/LuaItemStack.html#LuaItemStack.set_stack and similar don't say that they can raise on_player_cursor_stack_changed (and presumably on_player_main_inventory_changed, on_player_gun_inventory_changed, maybe more). From testing it appears that they aren't raised immedi...
by Xorimuth
Thu Jan 05, 2023 12:56 pm
Forum: Ideas and Suggestions
Topic: Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics
Replies: 18
Views: 1644

Re: Please add ability to connect pipes with logic wires like chests and belts

I'm a fan of https://mods.factorio.com/mod/extra-sto ... minibuffer personally. Pipes have such low capacity that I can imagine their content fluctuating quite a bit, which would make it a lot less useful for taking readings for the circuit network.

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