Search found 325 matches

by curiosity
Tue Apr 23, 2024 8:00 am
Forum: Documentation Improvement Requests
Topic: Heat energy source lacking detail
Replies: 2
Views: 177

Re: Heat energy source lacking detail

While I can guess what those two are supposed to mean, min_temperature_gradient completely baffles me.
by curiosity
Fri Apr 19, 2024 1:55 am
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4168

Re: make more entity prototypes support rotation

Side Note: I just remembered a mod called "Landfill Painting" that has rotatable landfill. Rotating gives different variations of landfill. I should look how they did that since normally landfill (tiles) isn't rotatable in the UI. Maybe they same would work for a chest? For me the the GUI...
by curiosity
Fri Apr 19, 2024 1:14 am
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4168

Re: make more entity prototypes support rotation

Everything you just described is the concept of "variation" in Factorio which we already have for most things. Direction is completely unrelated and it seems like what you want is to highjack direction to mean variation on a bunch of entities where direction makes no sense. Trees have var...
by curiosity
Thu Apr 18, 2024 1:26 am
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4168

Re: make more entity prototypes support rotation

Letting a mod change this through some Lua API would be trivial.. but nobody has asked for it because it's not technically a direction on the entity. It's just an 8-bit unsigned number that determines which sprite variation is used. I wonder, if people knew that having a script-controlled sprite va...
by curiosity
Mon Apr 15, 2024 1:22 pm
Forum: Documentation Improvement Requests
Topic: Clarify EntityPrototype.emissions_per_second
Replies: 0
Views: 61

Clarify EntityPrototype.emissions_per_second

Right now it says: Amount of emissions created (positive number) or cleaned (negative number) every second by the entity. This is passive, and it is independent concept of the emissions of machines, these are created actively depending on the power consumption. Currently used just for trees. The wo...
by curiosity
Mon Apr 15, 2024 1:12 pm
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4168

Re: make more entity prototypes support rotation

A lot of game developers are working a decade or two behind modern programming practices, especially in C++. So it might well be that Rseding91 doesn't know about dependency injection or that's something not widely known (and therefore not welcome) at wube. Pretty sure dependency injection is as ol...
by curiosity
Sat Apr 13, 2024 11:25 am
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4168

Re: make more entity prototypes support rotation

Sorry if I come across snarky. You're doing a great game. I'm just sometimes amazed at some of the problems when they are well known programming issues with established solutions. It triggers the "I've learned about how not do this and that sounds exactly how this was done" syndrom. The d...
by curiosity
Thu Apr 04, 2024 7:43 pm
Forum: Modding interface requests
Topic: Icon Pictures probability simplification
Replies: 1
Views: 122

Re: Icon Pictures probability simplification

The game will reuse an already loaded asset if there are multiple references to it, so it's less inefficient than it may seem. The only duplication will be the in the structure of the prototype.
by curiosity
Wed Apr 03, 2024 2:01 am
Forum: Won't implement
Topic: on_module_changed (assembler, furnace)
Replies: 12
Views: 2886

Re: on_module_changed (assembler, furnace)

protocol_1903 wrote:
Tue Apr 02, 2024 6:37 pm
Did you ever figure that out? Otherwise, I'm going to have to use a few different tracking methods similar to the ones mentioned in an earlier post.
on_entity_destroyed
by curiosity
Fri Mar 29, 2024 10:38 am
Forum: Won't implement
Topic: Add Durability to ModulePrototype
Replies: 3
Views: 230

Re: Add Durability to ModulePrototype

You could simulate it statistically. For electronic components like the canonical modules it may even be more believable.
by curiosity
Sat Mar 23, 2024 12:24 pm
Forum: Won't implement
Topic: Configure length of programmable speaker alert message
Replies: 5
Views: 3445

Re: Configure length of programmable speaker alert message

or could you please suggest/provide an alternative way to implement the same mod functionality through other API means? From what I can tell looking at the mod page, blueprint notes is the only problematic feature. And that already exists in base game as blueprint description (although it doesn't s...
by curiosity
Sat Mar 23, 2024 8:23 am
Forum: Modding interface requests
Topic: Move FluidBox bounding box border to prototype property
Replies: 4
Views: 254

Re: Move FluidBox bounding box border to prototype property

Because biters have the same mask as the player and collide with the pipes, and the way I'm doing it makes them unable to pass through the gaps even though the player can. It would make pipes unable to be used as early game walls, which some people like doing. Also, the version I'm making has a mod...
by curiosity
Sat Mar 23, 2024 12:09 am
Forum: Modding interface requests
Topic: Move FluidBox bounding box border to prototype property
Replies: 4
Views: 254

Re: Move FluidBox bounding box border to prototype property

I'm currently writing Squeak Through 2 from scratch, as the original mod hasn't been updated since it's 1.1 version bump and the mod creator is MIA. `pipe` and `pipe-to-ground` entities are causing a bit of trouble, because of the 0.2 border added to the bounding box when the FluidBox receives a ne...
by curiosity
Wed Feb 21, 2024 5:32 pm
Forum: Modding interface requests
Topic: Add events for `remote.add_interface` and `remote.remove_interface`
Replies: 7
Views: 443

Re: Add events for `remote.add_interface` and `remote.remove_interface`

With events as proposed, I'd imagine it would be simple to implement and go along nicely with the other similar features in the engine. In the context of the problem you are trying to solve, it's a suboptimal solution. You have to set up caches that you need to keep updated, handle events and so on...
by curiosity
Mon Feb 19, 2024 2:55 pm
Forum: Documentation Improvement Requests
Topic: What happens on invalid LuaRemote::call?
Replies: 0
Views: 158

What happens on invalid LuaRemote::call?

What if you pass it a nonexistent interface name? Does it error or return nil, or maybe do something else? What about a nonexistent function name?
by curiosity
Mon Feb 19, 2024 2:46 pm
Forum: Modding interface requests
Topic: Add events for `remote.add_interface` and `remote.remove_interface`
Replies: 7
Views: 443

Re: Add events for `remote.add_interface` and `remote.remove_interface`

Why is this better than adding a function like this?

Code: Select all

LuaRemote::try_call(interface, function, ...)  → boolean, Any?
Assuming call errors when given a nonexistent interface/function name instead of doing something similar already.
by curiosity
Tue Feb 06, 2024 10:39 am
Forum: Documentation Improvement Requests
Topic: Fill in LuaFluidEnergySourcePrototype field descriptions
Replies: 0
Views: 135

Fill in LuaFluidEnergySourcePrototype field descriptions

Most if not all of them can be found in the prototype docs.
by curiosity
Wed Jan 24, 2024 4:55 pm
Forum: Modding help
Topic: Calling other mods functions in the data stage
Replies: 7
Views: 445

Re: Calling other mods functions in the data stage

However, i don't think mods can communicate with each other in the data stage, only in the control stage. That's because there is no barrier in data stage. All mods are mashed together into the same Lua state. The docs tell you this, by the way. That's why you are able to call table.deepcopy etc. w...
by curiosity
Sun Jan 21, 2024 3:19 pm
Forum: Resolved Requests
Topic: LuaGuiElement.type
Replies: 3
Views: 281

Re: LuaGuiElement.type

Every type is like that.
by curiosity
Mon Jan 15, 2024 7:02 am
Forum: Modding interface requests
Topic: Allow to specify textfield decoration
Replies: 0
Views: 188

Allow to specify textfield decoration

What is textfield decoration? Additional text around the value of the textfield. Most prominently visible in the train GUI and Sounds and Interface game settings. The most practical way to do this, in my opinion, would be to let the user specify a LocalisedString. Then, when it's time to display tex...

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