Search found 412 matches

by Xorimuth
Fri May 27, 2022 1:50 am
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 223
Views: 24790

Re: Small documentation improvement requests

I've been informed that most commands that raise events now state that (e.g. https://lua-api.factorio.com/latest/LuaControl.html#LuaControl.clear_selected_entity). Here's a few that are missing this information: on_player_driving_changed_state: https://lua-api.factorio.com/latest/LuaControl.html#Lua...
by Xorimuth
Mon May 23, 2022 5:36 pm
Forum: Modding interface requests
Topic: Localhost TCP/IP Server for Modding
Replies: 2
Views: 76

Re: Localhost TCP/IP Server for Modding

Such mods already exist using the RCON API for sending data into the game and write_file for getting it out (see clusterio as well).
by Xorimuth
Mon May 23, 2022 4:24 am
Forum: Bug Reports
Topic: [1.1.59] Circular dependency error doesn't list all mods
Replies: 2
Views: 239

Re: [1.1.59] Circular dependency error doesn't list all mods

Wiwiweb wrote:
Thu May 19, 2022 11:16 pm
+1, this specific circular dependency comes up in the SE and K2 discords more than once a week.
More like several times a day :(
by Xorimuth
Sun May 22, 2022 4:27 pm
Forum: Bug Reports
Topic: [1.1.59] collision_mask_util.get_first_unused_layer() doesn’t check tiles
Replies: 0
Views: 65

[1.1.59] collision_mask_util.get_first_unused_layer() doesn’t check tiles

`collision_mask_util.get_first_unused_layer()` doesn’t check for collision masks only used by tiles. If I use it and only assign it to tiles then the next mod that uses it will be given the same layer that I just used. This obviously causes all sorts of problems and is quite hard to diagnose (in my ...
by Xorimuth
Sat May 21, 2022 11:57 pm
Forum: Won't implement
Topic: Allow mods to default custom presets
Replies: 4
Views: 548

Re: Allow mods to default custom presets

+1 Map Gen Presets are part of the intended experience for overhaul mods and not being able to change the default settings seems very strange. Currently you just have hacks like in Space Exploration where it prints "You haven't selected the Space Exploration preset" in the console if you d...
by Xorimuth
Thu May 19, 2022 10:17 pm
Forum: Mod portal Discussion
Topic: 1.1 search returning a 0.18 mod
Replies: 2
Views: 124

1.1 search returning a 0.18 mod

The following search returns a 0.18 mod even though it is specified to be searching v1.1: https://mods.factorio.com/query/realist ... ersion=1.1
Screenshot 2022-05-19 at 23.17.17.png
Screenshot 2022-05-19 at 23.17.17.png (1.93 MiB) Viewed 102 times
by Xorimuth
Thu May 19, 2022 9:46 am
Forum: Ideas and Requests For Mods
Topic: Mod to enable filter on chest slots
Replies: 16
Views: 769

Re: Can such module function be realized?

I did end up making a car-type container mod if you want to experiment with it. I think I left filtering enabled. It would be possible to make a 1x1 grid-snapped version, I suppose. https://mods.factorio.com/mod/shipping-containers Can I give you a suggestion? Can the following information be hidde...
by Xorimuth
Thu May 19, 2022 1:56 am
Forum: Won't implement
Topic: ElectricPole supply_area_position
Replies: 1
Views: 86

ElectricPole supply_area_position

For my mod Power Overload I'd like to add an ElectricPole entity that can only attach to machines on one side. Currently a pole's supply area most be a square at its centre, so instead of shifting that, I've been shifting the pole's collision box, graphics, etc. Unfortunately, a collision box must i...
by Xorimuth
Tue May 17, 2022 11:44 pm
Forum: Ideas and Suggestions
Topic: Unified Statistics Panel
Replies: 11
Views: 887

Re: Unified Statistics Panel

Qon wrote:
Tue May 17, 2022 9:38 pm
ssilk wrote:
Sat May 14, 2022 7:07 am
You can paint on the map
You can? How? :shock:
You definitely can’t (viewtopic.php?t=76539). I assume ssilk means map as in the world.
by Xorimuth
Tue May 17, 2022 11:34 am
Forum: Modding help
Topic: Secondary "Power" Grid
Replies: 8
Views: 290

Re: Secondary "Power" Grid

The only problem now is that this doesn't prevent powering plasma machines with electricity. Another option is to disable your plasma machines when they touch a normal electric pole's coverage, similar to SE's beacon overload system, also mimicked by Beacon Rebalance . You could make it part of the...
by Xorimuth
Tue May 17, 2022 9:58 am
Forum: Modding help
Topic: Secondary "Power" Grid
Replies: 8
Views: 290

Re: Secondary "Power" Grid

Hey, I'm the author of another power overhaul mod (Power Overload) so I've thought about these things a bit. Here's what I'd suggest for your secondary power grid: Automatically disconnect electric poles from plasma poles whenever they are placed, using a method similar to https://github.com/tburrow...
by Xorimuth
Mon May 16, 2022 10:51 pm
Forum: Bug Reports
Topic: [1.1.59] Circular dependency error doesn't list all mods
Replies: 2
Views: 239

[1.1.59] Circular dependency error doesn't list all mods

There's currently a circular dependency issue between Krastorio2 , Space Exploration Postprocess , and Spidertron Tiers which means that all 3 cannot be loaded simultaneously. This is causing many people to seek help on K2 and SE discord servers because there's no indication that Spidertron Tiers is...
by Xorimuth
Mon May 16, 2022 4:10 pm
Forum: Mods
Topic: [MOD 1.0+] Larger Lamps
Replies: 55
Views: 8772

Re: [MOD 1.0+] Larger Lamps

Have you thought about adding integration in the form of a recipe change for glass? I prefer it when the material-providing mod is responsible for the integration. For example IR2 added glass to lamp recipes (both this mod's and vanilla's small lamps). Agreed - I'll submit a change to AAI for this ...
by Xorimuth
Sun May 15, 2022 3:54 am
Forum: Modding help
Topic: [SOLVED] Make an entity unplaceable on stone path/concrete/refined concrete/etc?
Replies: 4
Views: 175

Re: Make an entity unplaceable on stone path/concrete/refined concrete/etc?

Yes, see Klonan’s transport drones for a path tile that you can’t place any other entity on, just using collision masks.
by Xorimuth
Fri May 13, 2022 7:47 am
Forum: Ideas and Suggestions
Topic: [0.15.1] Improvements to the mod options
Replies: 15
Views: 1131

Re: [0.15.1] Improvements to the mod options

Agreed that I don't think most mod setting names should be coloured. It is very useful for setting descriptions (tooltips) though. My reasoning for using colors in the setting names was that players can see at a glance what the setting's default value, without having to move the cursor to show the ...
by Xorimuth
Fri May 13, 2022 6:09 am
Forum: Ideas and Suggestions
Topic: [0.15.1] Improvements to the mod options
Replies: 15
Views: 1131

Re: [0.15.1] Improvements to the mod options

ssilk wrote:
Fri May 13, 2022 5:52 am
Hm. More colors != better
Agreed that I don't think most mod setting names should be coloured. It is very useful for setting descriptions (tooltips) though.
by Xorimuth
Fri May 13, 2022 6:07 am
Forum: Ideas and Requests For Mods
Topic: Coloring Cars (And other entities) Similar to Trains
Replies: 3
Views: 95

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

This almost certainly isn't possible with the current API, you'd have to request the devs to add it.

Similar-ish request: viewtopic.php?f=28&t=97238
by Xorimuth
Tue May 10, 2022 8:08 pm
Forum: Modding help
Topic: How to get the translation?
Replies: 19
Views: 504

Re: How to get the translation?

Note that you can use flib's set_use_local_storage to avoid storing anything in global (I think) but at the expense of needing to regenerate the dictionary every load (generating the dictionary causes quite large network traffic in multiplayer).
by Xorimuth
Tue May 10, 2022 6:36 pm
Forum: Modding help
Topic: How to get the translation?
Replies: 19
Views: 504

Re: How to get the translation?

You're right I haven't said why I'm doing all this. I want to create a dictionary from which to filter a word (or fragment of a word) in the translations. Yes, that's what I'm looking for, but that MOD uses a library that I don't understand, and I have tried to understand it. Fair enough - though I...

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