Search found 24 matches

by thesixthroc
Tue Mar 29, 2022 2:38 pm
Forum: Releases
Topic: Version 1.1.57
Replies: 33
Views: 13628

Re: Version 1.1.57

RIP the high-speed packed biter bounce, and RIP some enemy groups becoming stuck. Both should help my mod, thanks!
by thesixthroc
Fri Mar 18, 2022 9:07 pm
Forum: Won't implement
Topic: option for LuaForce.clear_chart to not remove tags
Replies: 8
Views: 788

Re: option for LuaForce.clear_chart to not remove tags

There is a subtle reason I haven't tried; I want to perform this action every tick, on multiplayer. Ne pas.
by thesixthroc
Tue Mar 15, 2022 10:06 pm
Forum: Modding discussion
Topic: Why does WireConnectionDefinition have fields source_wire_id and target_wire_id?
Replies: 2
Views: 366

Re: Why does WireConnectionDefinition have fields source_wire_id and target_wire_id?

Indeed. For the dev's information, I came across this inconsistency when the following error was obtained during a .connect_neighbour() call in my scenario: "Expected source_wire_id for entities with more than one wire connection." The parameters for .connect_neighbour() were taken as exac...
by thesixthroc
Tue Mar 15, 2022 6:49 pm
Forum: Modding discussion
Topic: Why does WireConnectionDefinition have fields source_wire_id and target_wire_id?
Replies: 2
Views: 366

Why does WireConnectionDefinition have fields source_wire_id and target_wire_id?

The API definition for WireConnectionDefinition states that the field wire should be "either defines.wire_type.red or defines.wire_type.green." IE, not copper. But also listed are two fields source_wire_id and target_wire_id, and it seems to be stated that these are to specify the type of ...
by thesixthroc
Mon Mar 14, 2022 12:37 pm
Forum: Won't implement
Topic: option for LuaForce.clear_chart to not remove tags
Replies: 8
Views: 788

option for LuaForce.clear_chart to not remove tags

For a mod I'm making, I'd like to be able to clear the chart without tags disappearing. I assume that clear_chart just nils the chart, but would it be possible to provide a way to clear the chart but leaving the tags?
by thesixthroc
Fri Mar 11, 2022 3:12 pm
Forum: Ideas and Suggestions
Topic: Prevent fire burning on water tiles
Replies: 2
Views: 244

Re: Prevent fire burning on water tiles

That's a good point. I'd make it go out faster: The details matter more in scenarios with lots of water, like Pirate Ship.
by thesixthroc
Fri Mar 11, 2022 2:16 pm
Forum: Ideas and Suggestions
Topic: Prevent fire burning on water tiles
Replies: 2
Views: 244

Prevent fire burning on water tiles

If you throw fire from a flamethrower, it will maintain a fire on tiles like water-shallow, which seem wrong.
by thesixthroc
Sat Feb 26, 2022 3:25 pm
Forum: Modding help
Topic: tabbed-pane LuaGuiElement with dynamic height?
Replies: 0
Views: 225

tabbed-pane LuaGuiElement with dynamic height?

I have a tabbed-pane LuaGuiElement that I've inserted directly onto player.gui.screen, and I'd like the height of the tabbed-pane to depend on the height of the contents of the currently open tab.

This doesn't happen automatically, and I don't see any modding interface for it.

Help? :)
by thesixthroc
Mon Oct 11, 2021 1:00 pm
Forum: Modding interface requests
Topic: Making entity electric flow fields writable
Replies: 14
Views: 2764

Re: Making entity electric flow fields writable

Thanks for the reply. My scenario runs scripts based on charge delivered to a rocket silo, but even with installing 4x Prod 3 modules, and removing all energy from the silo energy bugger every tick, the fixed electric_input_flow_limit means it can still only draw a maximum of 18MW. It's a bit diffic...
by thesixthroc
Mon Oct 11, 2021 12:09 pm
Forum: Modding interface requests
Topic: Making entity electric flow fields writable
Replies: 14
Views: 2764

.electric_input_flow_limit read/write?

I run a multiplayer scenario (softmod) in which it would be convenient to modify this value for LuaEntity. I notice in the past, in 0.15, it was writable.

Is this something easy to make writable again, or does that have complications?
by thesixthroc
Fri Oct 08, 2021 11:56 am
Forum: Modding help
Topic: Softmod β€” Detecting if a player is on Unix or Windows, for custom sprite path?
Replies: 4
Views: 407

Re: Softmod β€” Detecting if a player is on Unix or Windows, for custom sprite path?

Hmm. Windows players crashed β€” only sometimes β€” when joining the scenario, with crash logs: 00007FFCA5D62651 (ntdll): (filename not available): RtlUserThreadStart Stack trace logging done 32.504 Error SpriteDrawOrder.cpp:72: Invalid sprite reference. Sprite: C:\Users\Big_pc\AppData\Roaming\Factorio\...
by thesixthroc
Fri Oct 08, 2021 11:39 am
Forum: Modding help
Topic: Softmod β€” Detecting if a player is on Unix or Windows, for custom sprite path?
Replies: 4
Views: 407

Softmod β€” Detecting if a player is on Unix or Windows, for custom sprite path?

I recently released a softmod (a multiplayer scenario with no mods) that uses custom sprites. I call rendering.draw_sprite, with sprite = "file/maps/pirates/images/comfy2.png" This works for me, but I now realise this uses Unix directory notation, not Windows. How do I detect if a player i...
by thesixthroc
Thu May 06, 2021 6:29 pm
Forum: Modding help
Topic: Cloning underground belts - clone their transport line too?
Replies: 4
Views: 657

Re: Cloning underground belts - clone their transport line too?

Seems like that might work. As somebody who hasn't used LuaTransportLine much before, can you give any pointers as to how I'd use get_max_transport_line_index() here? Currently, when I clone a bunch of belts and undergrounds, the items on the belt clone across along with the belts but any items unde...
by thesixthroc
Thu May 06, 2021 4:50 pm
Forum: Modding help
Topic: Get entity connections?
Replies: 8
Views: 1115

Re: Get entity connections?

Thanks.
by thesixthroc
Thu May 06, 2021 4:48 pm
Forum: Modding help
Topic: Cloning underground belts - clone their transport line too?
Replies: 4
Views: 657

Cloning underground belts - clone their transport line too?

I'd like to clone both ends of an underground belt, and in addition copy over all the items on the LuaTransportLines underground.

This is for a softmod, so API only.

Is that possible?
by thesixthroc
Fri Apr 30, 2021 9:14 pm
Forum: Modding help
Topic: Get entity connections?
Replies: 8
Views: 1115

Get entity connections?

I’m moving some power poles between surfaces, which involves .clone() because they don’t support .teleport(). Power poles are often disconnected during the process, and I could reconnect them with .connect_neighbour(), but I haven’t managed to find out how to query the power poles before moving for ...
by thesixthroc
Wed Dec 23, 2020 11:34 pm
Forum: Implemented mod requests
Topic: provide create_build_effect_smoke option for .clone()
Replies: 4
Views: 941

Re: Edited: provide create_build_effect_smoke option for .clone()

Bump. This is a request to add an option that create_entity{} already has, to clone{}!
by thesixthroc
Tue Jun 09, 2020 6:50 pm
Forum: Implemented mod requests
Topic: provide create_build_effect_smoke option for .clone()
Replies: 4
Views: 941

Re: Figure out how to let .teleport() work on belts?

Well, I've made progress using .clone() - except for the build effect smoke that comes out. It would be great to make that optional.
by thesixthroc
Tue Jun 09, 2020 6:26 pm
Forum: Modding discussion
Topic: Find entities in two adjacent areas without overcounting
Replies: 1
Views: 433

Re: Find entities in two adjacent areas without overcounting

Nevermind - trivial problem.

Factorio supports comparing entities with '==' but not with key-value fetching.

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