Search found 93 matches

by osldgoth
Thu Aug 13, 2020 5:56 am
Forum: Mods
Topic: [MOD 0.16.x] Actual Craft Time
Replies: 41
Views: 17076

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.
by osldgoth
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: 2905

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...
by osldgoth
Mon Jun 15, 2020 11:08 pm
Forum: Modding help
Topic: [0.18.x] game.get_filtered_recipe_prototypes
Replies: 1
Views: 762

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...
by osldgoth
Sun Jun 14, 2020 1:16 am
Forum: Modding help
Topic: [0.18.x] game.get_filtered_recipe_prototypes
Replies: 1
Views: 762

[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...
by osldgoth
Sun May 05, 2019 5:35 am
Forum: Mods
Topic: [MOD 0.16.x] Actual Craft Time
Replies: 41
Views: 17076

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 ...
by osldgoth
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: 1931

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)?
by osldgoth
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: 1931

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.
by osldgoth
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: 1931

[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...
by osldgoth
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: 1417

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?
by osldgoth
Sat Mar 23, 2019 3:38 am
Forum: Mods
Topic: [MOD 0.12.x] Enhanced Map Colors
Replies: 31
Views: 19599

Re: [MOD 0.12.x] Enhanced Map Colors

Liquid5n0w wrote: ↑
Fri 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?
yep, white/black? matches burner inserter. It's there, though a bit hard to see. I'll look into a lighter color perhaps
by osldgoth
Fri Mar 08, 2019 5:02 am
Forum: Modding help
Topic: [0.16.x] inserter rotation speed
Replies: 11
Views: 2726

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...
by osldgoth
Thu Feb 28, 2019 6:04 pm
Forum: Mods
Topic: [MOD 0.12.x] Enhanced Map Colors
Replies: 31
Views: 19599

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
by osldgoth
Mon Feb 18, 2019 12:09 am
Forum: Modding help
Topic: [0.16.x] inserter rotation speed
Replies: 11
Views: 2726

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...
by osldgoth
Wed Feb 13, 2019 4:03 pm
Forum: Modding help
Topic: [0.16.x] inserter rotation speed
Replies: 11
Views: 2726

Re: [0.16.x] inserter rotation speed

Well I'm not going to round the number in the middle of the calculation.
by osldgoth
Sat Feb 09, 2019 6:55 pm
Forum: Modding help
Topic: [0.16.x] inserter rotation speed
Replies: 11
Views: 2726

[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 '...
by osldgoth
Wed Jan 30, 2019 4:06 am
Forum: Modding help
Topic: [solved] Force update the map?
Replies: 2
Views: 2054

Re: Force update the map?

game.forces.player.rechart()

like I use in my Enhanced Map Colors mod
by osldgoth
Fri Jan 18, 2019 6:33 am
Forum: Mods
Topic: [MOD 0.16.x] Actual Craft Time
Replies: 41
Views: 17076

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...

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