Search found 289 matches

by PFQNiet
Fri Jul 02, 2021 8:25 am
Forum: Modding discussion
Topic: Question on Cannon Projectile collision
Replies: 4
Views: 1559

Re: Question on Cannon Projectile collision

Avoid hard-coding collision masks. You don't know what other mods might be using it.

Instead, use this:

Code: Select all

air_unit_layer = require("collision-mask-util").get_first_unused_layer()
Then you can assign collision_mask = {air_unit_layer} and add it to the projectile.
by PFQNiet
Tue Jun 29, 2021 9:04 am
Forum: Modding interface requests
Topic: LuaPlayer.unlock_tips_and_tricks_item(name)
Replies: 3
Views: 882

ScriptTipTrigger

I could suggest a whole range of new TipTrigger types, like MineEntityTipTrigger, DamageTakenTipTrigger, and many more, as it seems like the existing set of triggers were specifically made for whatever the default tips and tricks need and don't yet offer much flexibility. But even with a wider range...
by PFQNiet
Mon Jun 28, 2021 2:53 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83713

Re: Small documentation improvement requests

Would it be at all possible to do something like runtime-api.json but for the data stage? Defining what prototype classes exist, what properties they can/must have, what types, etc.? I feel like this could be a massive help for data-stage modding, just as runtime-api.json has been a massive help fo...
by PFQNiet
Sun Jun 27, 2021 2:21 pm
Forum: Modding help
Topic: How to change force for entity in editor or script?
Replies: 4
Views: 1463

Re: How to change force for entity in editor or script?

/c for _,turret in pairs(game.player.surface.find_entities_filtered{type="turret"}) do if turret.name:find("worm") then turret.force = "enemy" end end Should search the current surface for all turrets, then narrow the search to turrets with "worm" in their na...
by PFQNiet
Thu Jun 24, 2021 10:18 pm
Forum: Modding interface requests
Topic: "count" parameter for LuaSurface.get_closest
Replies: 1
Views: 718

"count" parameter for LuaSurface.get_closest

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 engine for entity positions and such. I would very much like to extend this function with an optional "count&q...
by PFQNiet
Wed Jun 23, 2021 12:04 pm
Forum: Modding interface requests
Topic: on_player_used_wire
Replies: 5
Views: 1275

Re: on_player_used_wire

detecting the player messing with modded entities that require certain wires to function Note that you can also mess with wires using blueprints, so on_player_used_wire would not solve everything. Fair point. Just putting a power pole too close can also "mess with" stuff, but those two ca...
by PFQNiet
Wed Jun 23, 2021 12:03 pm
Forum: Ideas and Requests For Mods
Topic: Empty Barrel Disassembling
Replies: 3
Views: 1116

Re: Empty Barrel Disassembling

data:extend{ { type = "recipe", name = "recycle-empty-barrel", category = "crafting", energy_required = 1, ingredients = {{"empty-barrel",1}}, result = "steel-plate", -- or results = {{type="item", name="steel-plate", amount=1, p...
by PFQNiet
Wed Jun 23, 2021 9:36 am
Forum: Modding interface requests
Topic: on_player_used_wire
Replies: 5
Views: 1275

on_player_used_wire

Okay that might not be the best name, but I would like to have an event for when the player connects (or disconnects) two entities with wire. Event properties: - wire: "copper", "red", "green" - from, to: the entity/connection points that were joined or disconnected - d...
by PFQNiet
Tue Jun 22, 2021 11:23 pm
Forum: Modding help
Topic: Wires
Replies: 1
Views: 500

Wires

How can I add another item that is able to connect power poles? (Connecting them with copper is fine, but how does the base game determine this?)
by PFQNiet
Tue Jun 22, 2021 1:32 pm
Forum: Modding interface requests
Topic: New LuaGuiElement: window
Replies: 3
Views: 1165

Re: New LuaGuiElement: window

Point 1 is resolved by using a decent framework, or making your own - it's a fairly trivial matter to define a function, say "create_window", and let that handle creating the close button etc. Points 2 and 3 are resolved by setting "player.opened = window". The player can only ha...
by PFQNiet
Mon Jun 21, 2021 5:30 am
Forum: Implemented mod requests
Topic: LuaGuiElement.bring_to_front()
Replies: 7
Views: 3865

Re: LuaGuiElement.bring_to_front()

thanks i didnt notice the subforum this was in. rseding was like "i dont give a fuck" when he broke the functionality so i didnt expect this to ever get fixed Many, many things have gone from "won't ever happen" to "Oh wait..." to "Okay done," sometimes even ...
by PFQNiet
Sun Jun 20, 2021 6:46 am
Forum: Implemented mod requests
Topic: LuaGuiElement.bring_to_front()
Replies: 7
Views: 3865

Re: LuaGuiElement.bring_to_front()

its too late, the stubbornness of rseding made me quit modding and afaik they even still havent fixed this. sorry You claim to have quit but yet here you are coming back nine months later to bitch about something in the "implemented requests" forum saying they "still haven't fixed it...
by PFQNiet
Fri Jun 18, 2021 5:56 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83713

Re: Small documentation improvement requests

Tool s have prototype properties to describe how the durability should appear in the tooltip, but the actual usage of this isn't documented. From looking at core.cfg it would appear that the locale entry gets given: __1__: remaining durability __2__: total durability __3__: durability as a percenta...
by PFQNiet
Mon Jun 14, 2021 1:03 pm
Forum: Modding help
Topic: resource category
Replies: 5
Views: 1917

Re: resource category

Yes, if you have a reference to a resource entity you can check `entity.prototype.resource_category`.
by PFQNiet
Mon Jun 14, 2021 7:24 am
Forum: Modding interface requests
Topic: Set ignored_by_interaction without setting it on children
Replies: 4
Views: 1233

Re: Set ignored_by_interaction without setting it on children

What happens if you set the flow's width to zero and then apply negative left margin to the frame itself?
by PFQNiet
Mon Jun 14, 2021 7:19 am
Forum: Modding help
Topic: resource category
Replies: 5
Views: 1917

Re: resource category

Code: Select all

for name,resource in pairs(data.raw.resource) do
  if resource.category ~= "basic-fluid" then
    -- do stuff
  end
end
But be aware that other mods may introduce more categories.
by PFQNiet
Sun Jun 13, 2021 9:48 pm
Forum: Texture Packs
Topic: [Request] Entity graphics for overhaul mod (Satisfactorio)
Replies: 1
Views: 3315

[Request] Entity graphics for overhaul mod (Satisfactorio)

Since September of last year I've been working on an overhaul mod: Satisfactorio . At this point is it pretty much feature-complete, and I'm in final testing before I look into releasing it. However, I am not a graphics person. All of my buildings are currently just big white placeholder rectangles ...
by PFQNiet
Sun Jun 13, 2021 7:40 pm
Forum: Modding interface requests
Topic: Cooldown groups for weapons/capsules
Replies: 0
Views: 593

Cooldown groups for weapons/capsules

Currently, all weapons share a cooldown, and all capsules share a cooldown. I have a powerful healing item that fully heals your character but has a several second long cooldown. During this cooldown, it's impossible to throw grenades because they are also capsules. I would like to suggest a `cooldo...
by PFQNiet
Sat Jun 12, 2021 8:40 am
Forum: Modding help
Topic: Last in mod load order
Replies: 8
Views: 2616

Re: Last in mod load order

Since mods are loaded in alphabetical order (when not referenced by dependency) then you can name your mod accordingly. This is what happened back when 0.18 changed how shortcut prototypes worked, which was a breaking change for many QoL mods. Rather than wait for all the mod makers to patch it, som...

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