Search found 93 matches
- Fri Oct 30, 2020 3:28 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 86678
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
NEED: copy/paste to and from ghost entities
- Thu Aug 13, 2020 5:56 am
- Forum: Mods
- Topic: [MOD 0.16.x] Actual Craft Time
- Replies: 42
- Views: 19735
Re: [MOD 0.16.x] Actual Craft Time
Released mod v0.5.5 prior to Game version 1.0. Fixed a couple small bugs. Let me know if there are any problems after the game is updated.
- Thu Aug 06, 2020 1:06 am
- Forum: Not a bug
- Topic: [0.18.42] Modded sliders don't step correctly when their range is equal to 1
- Replies: 10
- Views: 3418
Re: [0.18.42] Modded sliders don't step correctly when their range is equal to 1
I've encountered the sliders small steps in my mod ACT . I get around it by checking how much the slider value has changed as seen on line 795 (math.abs(global.ACT_slider[player.name][recipe.name].value - event.element.slider_value) >= global.settings[player.name]["sensitivity-value"] / 10...
- Mon Jun 15, 2020 11:08 pm
- Forum: Modding help
- Topic: [0.18.x] game.get_filtered_recipe_prototypes
- Replies: 1
- Views: 921
Re: [0.18.x] game.get_filtered_recipe_prototypes
btw this does work but it requires a loop with the if statement to narrow down the results further (and yes I realize this will only return the first one it comes across and not all if there is more than one to filter, which is fine in my case for now) local inventoryContent = next(entity.get_invent...
- Sun Jun 14, 2020 1:16 am
- Forum: Modding help
- Topic: [0.18.x] game.get_filtered_recipe_prototypes
- Replies: 1
- Views: 921
[0.18.x] game.get_filtered_recipe_prototypes
Hello all, does anyone have examples on how, or know how, to filter recipe prototypes? I can't get the results I want. local filteredRecipies = game.get_filtered_recipe_prototypes{{ filter = "has-ingredient-item", elem_filters = {{filter = "name", name = inventoryContent, elem_fi...
- Sun May 05, 2019 5:35 am
- Forum: Mods
- Topic: [MOD 0.16.x] Actual Craft Time
- Replies: 42
- Views: 19735
Re: [MOD 0.16.x] Actual Craft Time
Version 0.3.8 is available . Multi-player is NOT tested, though I don't expect any bugs. You all will let me know if you encounter some. See change log. I do want to do a rewrite of my code so unless there are bugs with this version, the next version should be the rewrite. It's mainly for me as the ...
- Thu Apr 25, 2019 7:45 pm
- Forum: Won't implement
- Topic: [0.17.x] slider_value and on_gui_value_changed
- Replies: 5
- Views: 2288
Re: [0.17.x] slider_value and on_gui_value_changed
hmm, turns out that I didn't really even need to use script.raise_event, could just call the function myself. Is there any reason to skip script.raise_event? does it make everything slower (or are we talking about a few ticks)?
- Thu Apr 25, 2019 3:12 pm
- Forum: Won't implement
- Topic: [0.17.x] slider_value and on_gui_value_changed
- Replies: 5
- Views: 2288
Re: [0.17.x] slider_value and on_gui_value_changed
Or, here's an idea, one could try using 'script.raise_event'. Only an idiot would not think to use that. It's clear as day
I got it working thanks.
I got it working thanks.
- Wed Apr 24, 2019 3:56 pm
- Forum: Won't implement
- Topic: [0.17.x] slider_value and on_gui_value_changed
- Replies: 5
- Views: 2288
[0.17.x] slider_value and on_gui_value_changed
Currently if lua code changes the slider value the event "on_gui_value_changed" is NOT called. event.element.slider_value = x the event is only called when the player clicks on a slider to change the value. The definition of "on_gui_value_changed" as per wiki is Called when LuaGu...
- Wed Apr 17, 2019 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Please add crafting time to unit cards and assembler windows.
- Replies: 3
- Views: 1716
Re: Please add crafting time to unit cards and assembler windows.
Yep that is an issue, which is why I've created a mod that shows crafting times. Check it out?
- Sat Mar 23, 2019 3:38 am
- Forum: Mods
- Topic: [MOD 0.12.x] Enhanced Map Colors
- Replies: 31
- Views: 21945
Re: [MOD 0.12.x] Enhanced Map Colors
yep, white/black? matches burner inserter. It's there, though a bit hard to see. I'll look into a lighter color perhapsLiquid5n0w wrote: βFri Mar 22, 2019 6:46 pm In Bobs he has added a tier 0 for belts, could you update to include a different colour for them?
- Fri Mar 08, 2019 5:02 am
- Forum: Modding help
- Topic: [0.16.x] inserter rotation speed
- Replies: 11
- Views: 3328
Re: [0.16.x] inserter rotation speed
anyone want to tackle picking up items from belts? Throughput (items/sec) = 1 / (t_item + t_arm / n) https://wiki.factorio.com/Inserters#Inserter_Throughput I have no clue where t_item comes from. I have a little data on the number of ticks each inserter takes to pick up max stack size(3/12) but tha...
- Thu Feb 28, 2019 6:04 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Enhanced Map Colors
- Replies: 31
- Views: 21945
Re: [MOD 0.12.x] Enhanced Map Colors
v1.4.7 https://mods.factorio.com/mod/Enhanced_Map_Colors
updated to 0.17.x and added thumbnail
updated to 0.17.x and added thumbnail
- Mon Feb 18, 2019 12:09 am
- Forum: Modding help
- Topic: [0.16.x] inserter rotation speed
- Replies: 11
- Views: 3328
Re: [0.16.x] inserter rotation speed
ok I understand, the number isn't actually 0.014 but 0.013888... which is 1/72. inserter: shown - 0.014 actual 0.01388... (1/72) fast/stack-inserter: shown - 0.4 actual 0.03846... (1/26) I can round the number for the inserter but rounding isn't going to help the fast/stack inserter. 1/.04 = 25. I r...
- Wed Feb 13, 2019 4:03 pm
- Forum: Modding help
- Topic: [0.16.x] inserter rotation speed
- Replies: 11
- Views: 3328
Re: [0.16.x] inserter rotation speed
Well I'm not going to round the number in the middle of the calculation.
- Sat Feb 09, 2019 6:55 pm
- Forum: Modding help
- Topic: [0.16.x] inserter rotation speed
- Replies: 11
- Views: 3328
[0.16.x] inserter rotation speed
I have been trying to calculate the throughput of inserters for my mod ACT and have been using this wiki as a guide, but I've been unable (as far as I can tell) to come up with reliable numbers. Take the "inserter" as an example; it has a rotation speed of 0.014. The wiki claims that its '...
- Thu Feb 07, 2019 5:40 am
- Forum: Modding discussion
- Topic: Enumerate "game" object via LUA?
- Replies: 2
- Views: 1420
- Wed Jan 30, 2019 4:06 am
- Forum: Modding help
- Topic: [solved] Force update the map?
- Replies: 2
- Views: 2481
- Mon Jan 21, 2019 8:27 am
- Forum: Mods
- Topic: [MOD 0.16.x] Actual Craft Time
- Replies: 42
- Views: 19735
- Fri Jan 18, 2019 6:33 am
- Forum: Mods
- Topic: [MOD 0.16.x] Actual Craft Time
- Replies: 42
- Views: 19735
Re: [MOD 0.16.x] Actual Craft Time
v0.3.0 added code for labs, mining drills, and pumpjacks Lab items per second is likely NOT correct atm. While I continue to work on it, someone take a look and tell me what I'm not doing right? if one can follow my code :) I would also like to add in mining productivity to mining drills and pumpjac...