Search found 30 matches

by Romner_set
Wed Oct 21, 2020 12:52 am
Forum: Modding interface requests
Topic: Add a default_value to the settings in the data stage.
Replies: 4
Views: 1187

Re: Add a default_value to the settings in the data stage.

I feel like you're going about this all wrong. If another mod wants to change some data stage value a bout your mod all they have to do is *just change it*. You want the fluid category to be "napkins"? then: data.raw["fluid"]["your-fluid"].category = "napkins"...
by Romner_set
Tue Oct 20, 2020 5:12 pm
Forum: Modding interface requests
Topic: Add a default_value to the settings in the data stage.
Replies: 4
Views: 1187

Re: Add a default_value to the settings in the data stage.

I don't understand what this would enable. You can't change settings in the data stage so knowing what the default value is for a setting there doesn't allow anything. Here's a more detailed explanation of what I'm trying to do: I'm making a specific way for makers of compatibility patches to easil...
by Romner_set
Sat Oct 17, 2020 12:50 pm
Forum: Modding interface requests
Topic: Add a default_value to the settings in the data stage.
Replies: 4
Views: 1187

Add a default_value to the settings in the data stage.

Take the default_value that was defined in the settings stage for each setting and put it in the settings table in the data stage. Currently there is no way to reset a setting or even know what the default value is if another mod changes it in the settings stage. This would make both of these possib...
by Romner_set
Fri Aug 21, 2020 6:16 pm
Forum: Modding interface requests
Topic: Add a way to hide technology effects from the tech screen.
Replies: 6
Views: 1340

Re: Add a way to hide technology effects from the tech screen.

My default reaction is to say "no" since the one of the main points of the tech screen is to show what researching a technology does. My mod uses a furnace prototype and 10 recipes, each unlocked by a technology. I kind of exploited the way furnaces choose their recipe, so the recipes hav...
by Romner_set
Fri Aug 21, 2020 8:58 am
Forum: Modding interface requests
Topic: Add a way to hide technology effects from the tech screen.
Replies: 6
Views: 1340

Add a way to hide technology effects from the tech screen.

Example: effects = { { type = "unlock-recipe" name = "hidden-recipe" hidden = true }, { type = "nothing" effect_description = "description" } } This would only show the "nothing" modifier on the tech screen, but still unlock the recipe. Every effect ...
by Romner_set
Tue Jun 02, 2020 3:25 pm
Forum: Modding help
Topic: Fluidbox minimum_temperature and maximum_temperature not working?
Replies: 9
Views: 2789

Re: Fluidbox minimum_temperature and maximum_temperature not working?

They only apply when the pipe has a specific fluid filter. That's a shame, it means that what I wanted to do is practically impossible. Would it be possible to apply them regardless of the fluid filter or is that a similar problem to this ? And couldn't that be implemented by adding some kind of fl...
by Romner_set
Tue Jun 02, 2020 12:55 pm
Forum: Modding help
Topic: Fluidbox minimum_temperature and maximum_temperature not working?
Replies: 9
Views: 2789

Re: Fluidbox minimum_temperature and maximum_temperature not working?

Enabled those and found nothing unusual in the log file. 0.001 2020-06-02 14:52:04; Factorio 0.18.29 (build 52522, win64, steam) 0.001 Operating system: Windows 10 (version 1903) 0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.001 Re...
by Romner_set
Mon Jun 01, 2020 1:05 pm
Forum: Modding help
Topic: Fluidbox minimum_temperature and maximum_temperature not working?
Replies: 9
Views: 2789

Re: Fluidbox minimum_temperature and maximum_temperature not working?

See about if ending it in .0 or using scientific notation does anything. There's an impossibly small chance something weird is going on with how the number is interpreted. The config file also has verbose-logging and check-unused-prototype-data, which may hint if something isn't right. Neither of t...
by Romner_set
Sun May 31, 2020 10:38 am
Forum: Modding help
Topic: Fluidbox minimum_temperature and maximum_temperature not working?
Replies: 9
Views: 2789

Re: Fluidbox minimum_temperature and maximum_temperature not working?

Honktown wrote: ↑
Sun May 31, 2020 1:15 am
Temperature might only apply to things which can become "active": assemblers, steam engines, etc.
That doesn't seem to be the case, tried it with a furnace prototype and all fluids can enter it anyways.
Honktown wrote: ↑
Sun May 31, 2020 1:15 am
Try setting a maximum as well
Tried it before I posted, didn't work.
by Romner_set
Sat May 30, 2020 3:31 pm
Forum: Modding help
Topic: Fluidbox minimum_temperature and maximum_temperature not working?
Replies: 9
Views: 2789

Fluidbox minimum_temperature and maximum_temperature not working?

I'm trying to make a new kind of pipe that can transport fluids with really high temperatures (millions of Β°C), and limit the vanilla pipes to fluids with less than 1500Β°C. Whatever I do, all fluids can enter all pipes. Not at all sure what's wrong. Here's my code adding the pipes (not the whole fil...
by Romner_set
Mon Nov 18, 2019 7:27 pm
Forum: Modding help
Topic: Chunk iterator not working properly?
Replies: 18
Views: 3940

Re: Chunk iterator not working properly?

DONE. FINALLY. I am so stupid that I put chunks[chunk_i].x instead of chunks[chunk_i].y so the position was basically x, x instead of x, y. Such a stupid mistake that lead to a month of debugging. Incase someone wants the mod, PM me and I'll send you the link when I release it. I will also be making...
by Romner_set
Sat Nov 02, 2019 1:32 pm
Forum: Modding help
Topic: Looking for Mod for Remote Targeting Turrets
Replies: 1
Views: 684

Re: Looking for Mod for Remote Targeting Turrets

Not sure if its due to a setting in my game, but the turrets dont seem to shoot creative spawned biters, and the biters are non-aggressive. Take the magic wand - modifier, select the biters and change their team. Also you can click on the creative mode menu on the left-right corner of the screen, g...
by Romner_set
Sat Nov 02, 2019 12:08 pm
Forum: Modding help
Topic: Chunk iterator not working properly?
Replies: 18
Views: 3940

Re: Chunk iterator not working properly?

Still need help with this. Why doesn't it iterate through all chunks? ._.
by Romner_set
Tue Oct 29, 2019 8:45 am
Forum: Modding help
Topic: Chunk iterator not working properly?
Replies: 18
Views: 3940

Re: Chunk iterator not working properly?

Note that the game generates a lot of chunks around what is visible on the map. That allows for aliens to exist outside your visible map and expand into the visible part. Without this you could kill all aliens on the map and no news ones would appear anymore. 25 chunks is rather on the low side. Te...
by Romner_set
Sat Oct 26, 2019 8:11 am
Forum: Modding help
Topic: Chunk iterator not working properly?
Replies: 18
Views: 3940

Re: Chunk iterator not working properly?

Nope, if anything, on_chunk_charted makes it worse.
by Romner_set
Sat Oct 26, 2019 8:03 am
Forum: Modding help
Topic: Chunk iterator not working properly?
Replies: 18
Views: 3940

Re: Chunk iterator not working properly?

Well, ... Output your list of chunks and index when you process chunks and see what's going on. Does the list of chunks contain the right chunks? Does the index go through all of them and then repeat? There are over 200 chunks even though there are about 25 charted (at most). Iterates through them ...
by Romner_set
Thu Oct 24, 2019 5:10 pm
Forum: Modding help
Topic: Chunk iterator not working properly?
Replies: 18
Views: 3940

Re: Chunk iterator not working?

No idea why you don't get all chunks. Looks OK but I can't test right now. But get_chunks() might be an inefficient approach anyway. Over time the list of chunks can get larger so creating a table for it can be costly. Maybe you should catch the on_chunk_generated event and add the chunk coordinate...
by Romner_set
Thu Oct 24, 2019 2:58 pm
Forum: Modding help
Topic: Chunk iterator not working properly?
Replies: 18
Views: 3940

Re: Chunk iterator not working?

Instead of doing all chunks every 5s (which will freeze the game) you should do a constant number of chunks (e.g. 1) per tick. Which means store a list of all chunks globally and work through that list a bit every tick. When you reach the end get a new list. Same thing happens. Solves lag spikes th...
by Romner_set
Wed Oct 23, 2019 4:11 pm
Forum: Modding help
Topic: Chunk iterator not working properly?
Replies: 18
Views: 3940

Re: Chunk iterator not working?

if you don't want to download it : --!I'm using VS Code with Better Comments plugin so if you see anything like --? --! --* or --TODO: then it's because of that. pollution_threshold = { ["grass-1"] = 76, --changes tile name to pollution threshold ["grass-2"] = 76, ["grass-3&...
by Romner_set
Wed Oct 23, 2019 4:10 pm
Forum: Modding help
Topic: Chunk iterator not working properly?
Replies: 18
Views: 3940

Re: Chunk iterator not working?

The chunk coordinates are small, they are "chunk positions", so by dividing those by 32, you always end up with roughly the same tile position. You most likely meant to multiply by *32 to get from chunk position to tile position. For that see https://forums.factorio.com/viewtopic.php?p=44...

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