Search found 24 matches
- Tue Mar 29, 2022 2:38 pm
- Forum: Releases
- Topic: Version 1.1.57
- Replies: 33
- Views: 36818
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!
- Fri Mar 18, 2022 9:07 pm
- Forum: Won't implement
- Topic: option for LuaForce.clear_chart to not remove tags
- Replies: 8
- Views: 2356
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.
- 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: 1027
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...
- 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: 1027
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 ...
- Mon Mar 14, 2022 12:37 pm
- Forum: Won't implement
- Topic: option for LuaForce.clear_chart to not remove tags
- Replies: 8
- Views: 2356
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?
- Fri Mar 11, 2022 3:12 pm
- Forum: Ideas and Suggestions
- Topic: Prevent fire burning on water tiles
- Replies: 2
- Views: 794
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.
- Fri Mar 11, 2022 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Prevent fire burning on water tiles
- Replies: 2
- Views: 794
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.
- Sat Feb 26, 2022 3:25 pm
- Forum: Modding help
- Topic: tabbed-pane LuaGuiElement with dynamic height?
- Replies: 0
- Views: 536
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?
This doesn't happen automatically, and I don't see any modding interface for it.
Help?
- Mon Oct 11, 2021 1:00 pm
- Forum: Modding interface requests
- Topic: Making entity electric flow fields writable
- Replies: 14
- Views: 4606
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...
- Mon Oct 11, 2021 12:09 pm
- Forum: Modding interface requests
- Topic: Making entity electric flow fields writable
- Replies: 14
- Views: 4606
.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?
Is this something easy to make writable again, or does that have complications?
- Fri Oct 08, 2021 12:07 pm
- Forum: Modding help
- Topic: Softmod β Detecting if a player is on Unix or Windows, for custom sprite path?
- Replies: 4
- Views: 1114
- 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: 1114
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\...
- 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: 1114
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...
- Thu May 06, 2021 6:29 pm
- Forum: Modding help
- Topic: Cloning underground belts - clone their transport line too?
- Replies: 4
- Views: 1316
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...
- Thu May 06, 2021 4:50 pm
- Forum: Modding help
- Topic: Get entity connections?
- Replies: 8
- Views: 2393
Re: Get entity connections?
Thanks.
- Thu May 06, 2021 4:48 pm
- Forum: Modding help
- Topic: Cloning underground belts - clone their transport line too?
- Replies: 4
- Views: 1316
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?
This is for a softmod, so API only.
Is that possible?
- Fri Apr 30, 2021 9:14 pm
- Forum: Modding help
- Topic: Get entity connections?
- Replies: 8
- Views: 2393
Get entity connections?
Iβm moving some power poles between surfaces, which involves .clone() because they donβt support .teleport(). Power poles are often disconnected during the process, and I could reconnect them with .connect_neighbour(), but I havenβt managed to find out how to query the power poles before moving for ...
- Wed Dec 23, 2020 11:34 pm
- Forum: Implemented mod requests
- Topic: provide create_build_effect_smoke option for .clone()
- Replies: 4
- Views: 1750
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{}!
- Tue Jun 09, 2020 6:50 pm
- Forum: Implemented mod requests
- Topic: provide create_build_effect_smoke option for .clone()
- Replies: 4
- Views: 1750
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.
- Tue Jun 09, 2020 6:26 pm
- Forum: Modding discussion
- Topic: Find entities in two adjacent areas without overcounting
- Replies: 1
- Views: 882
Re: Find entities in two adjacent areas without overcounting
Nevermind - trivial problem.
Factorio supports comparing entities with '==' but not with key-value fetching.
Factorio supports comparing entities with '==' but not with key-value fetching.