Search found 14 matches
- Tue Jul 06, 2021 1:03 pm
- Forum: Modding discussion
- Topic: Question on Cannon Projectile collision
- Replies: 4
- Views: 1554
Re: Question on Cannon Projectile collision
Hmm, I didn't know this either. Thanks, PFQNiet! I've sent a documentation improvement request for https://wiki.factorio.com/Types/CollisionMask to mention get_first_unused_layer.
- Tue Jul 06, 2021 1:01 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83399
Re: Small documentation improvement requests
My collection of questions/requests: What does “not-stackable” Types/ItemPrototypeFlags add to having stack_size equal to 1? Prototype/Item stack_size description says: “Must be 1 when stackable is false.” Would be clearer: “Must be 1 if has “not-stackable” flag.” What does “not-selectable-in-game” ...
- Sat Jun 26, 2021 6:58 am
- Forum: Modding interface requests
- Topic: "count" parameter for LuaSurface.get_closest
- Replies: 1
- Views: 718
Re: "count" parameter for LuaSurface.get_closest
I would go one step further and add that LuaSurface.sort_by_distance(position, entities) would also be useful. LuaSurface.get_closest() is very useful. I'm pretty sure it's orders of magnitude faster than sorting the list of entities on the Lua side, given it would need to constantly query the engin...
- Thu Jun 24, 2021 3:17 pm
- Forum: Modding help
- Topic: Counter-griefing quadrant approach: what should I read?
- Replies: 6
- Views: 1553
Re: Counter-griefing quadrant approach: what should I read?
— anyone is allowed to build in DMZ, but without obstructing way through DMZ (every building should have at least one block of free space in eight directions, except belts, and special case for pipes, they can form four-way cross, but this cross still should have free blocks on its perimeter); I di...
- Thu Jun 24, 2021 2:24 pm
- Forum: Modding help
- Topic: resource category
- Replies: 5
- Views: 1916
Re: resource category
Re. “How people figure out the syntax”. It's important to distinguish between how something (e.g. resource category) is defined and how it's used and also between data stage and control stage . You can access prototypes at both data stage (read/write) and control stage (read-only), but the syntax is...
- Thu Jun 24, 2021 2:09 pm
- Forum: Modding help
- Topic: Unique items in MP
- Replies: 8
- Views: 1693
Re: Unique items in MP
I see that you went a different way, but in case you decide to reconsider, I'd like point out that hand-crafting is also a viable option. I think Silari's solution should work well, and as for Obviously, the downside of handcrafting only is it's hard to make a lot of them, but it might be fine if th...
- Wed Jun 23, 2021 9:32 pm
- Forum: Modding help
- Topic: Inserter pickup/dropoff target in case of overlapping entities
- Replies: 0
- Views: 520
Inserter pickup/dropoff target in case of overlapping entities
Is there a way to specify preferred pickup/dropoff target for an inserter that is pointing at two intersecting entities? Ideally I would like entity prototype to specify inserter_priority (similarly selection_priority) or something like this. ──────────────── FWIW I found a workaround, but it’s far ...
- Tue Jun 22, 2021 6:41 pm
- Forum: Modding interface requests
- Topic: entity.die(anything, nil)
- Replies: 1
- Views: 754
Re: entity.die(anything, nil)
I had a similar issue with game.print. It can accept one argument (message) or two argument (message, color), but the second argument cannot be nil. So I also ended up doing if color then game.print(message, color) else game.print(message) end Would be nice to fix this one as well.
- Tue Jun 22, 2021 1:59 pm
- Forum: Modding interface requests
- Topic: New LuaGuiElement: window
- Replies: 3
- Views: 1162
Re: New LuaGuiElement: window
Hmm, I didn't know the `player.opened = ...` trick. Thanks! Updated the post. I still think that it makes sense to have a built-in window class because it's more future-proof: if Factorio decides to add new windows management features (tiling, snapping, collapsing, etc.) they would be supported by a...
- Tue Jun 22, 2021 12:24 pm
- Forum: Modding interface requests
- Topic: New LuaGuiElement: window
- Replies: 3
- Views: 1162
New LuaGuiElement: window
TL;DR Allow mods to create windows that behave similarly to built-in game windows. What ? A window can be added only to `player.gui.screen` GUI root. A window behaves similarly to built-in game windows like inventory or entity details. In particular: It has a close button in the top-right corner. I...
- Wed Aug 28, 2019 7:12 pm
- Forum: Duplicates
- Topic: [0.17.66] Broken production statistics graphs for 250h and 1000h
- Replies: 5
- Views: 1333
Re: [0.17.66] Broken production statistics graphs for 250h and 1000h
I reopened it. Thank you! This game has been running about 58 hours. The production graph starts at about 2.3 out of 10, so 23%. 58 hours are 23% of 250 hours. Everything working correctly. Interesting. In your case the scale is indeed correct. May be this is a new bug? The icons in your screenshot...
- Wed Aug 28, 2019 8:20 am
- Forum: Duplicates
- Topic: [0.17.66] Broken production statistics graphs for 250h and 1000h
- Replies: 5
- Views: 1333
Re: [0.17.66] Broken production statistics graphs for 250h and 1000h
I see that this has been closed as a duplicate. May I ask what is the canonical bug where this is tracked? Note that none of the four bugs mentioned in the OP fits this role, because none of them describes problem 2 from OP (wrong scale). Did I miss some other report? Also, if you consider https://f...
- Tue Aug 27, 2019 10:09 pm
- Forum: Duplicates
- Topic: [0.17.66] Broken production statistics graphs for 250h and 1000h
- Replies: 5
- Views: 1333
[0.17.66] Broken production statistics graphs for 250h and 1000h
Some aspects of this have already been reported in https://forums.factorio.com/viewtopic.php?f=58&t=67795, https://forums.factorio.com/viewtopic.php?f=23&t=65696, https://forums.factorio.com/viewtopic.php?f=47&t=70302 and https://forums.factorio.com/viewtopic.php?f=23&t=69068, but th...
- Tue Aug 27, 2019 9:11 pm
- Forum: Not a bug
- Topic: [0.17.66] “Copy paste tool” can be set as train or circuit network condition
- Replies: 3
- Views: 1426
[0.17.66] “Copy paste tool” can be set as train or circuit network condition
I was hoping to copy a train stop description to create a stop at a different station with the same wait condition, so I tried to use the new & hot copy-paste tool. It didn't copy the station description, yet the result exceeded my expectations :) How to reproduce: 1. Open train schedule editor....