Search found 289 matches

by PFQNiet
Wed Oct 26, 2022 9:04 am
Forum: Won't implement
Topic: Add a way to hide/disable missing Item alerts for specific items or entitys
Replies: 7
Views: 1790

Re: Add a way to hide/disable missing Item alerts for specific items or entitys

I wonder if the desired effect could be achieved by searching for a suitable position to build each entity in the blueprint, build the ghost entity there and then immediately teleport it into the desired position on the water. Teleportation doesn't consider collision, it might be slower but it seems...
by PFQNiet
Sun Oct 23, 2022 8:55 pm
Forum: Modding help
Topic: My code for building blueprints from string not working
Replies: 3
Views: 739

Re: My code for building blueprints from string not working

The "second part of the code" is what is placing the ghosts. None of the code you have posted calls "revive" on the ghosts to make them real.
by PFQNiet
Mon Oct 17, 2022 10:30 am
Forum: Implemented in 2.0
Topic: make assembly machines wireable
Replies: 17
Views: 8767

Re: make assembly machines wireable

If inserter manipulation isn't good enough, you could always use power switches to just disconnect power to the machine you want to turn off :)
by PFQNiet
Thu Oct 13, 2022 9:54 am
Forum: Minor issues
Topic: [1.1.70] Wrong status on inserters
Replies: 3
Views: 1148

Re: [1.1.70] Wrong status on inserters

I've recreated the issue with only the Spaceblock mod and simplified the test down.
by PFQNiet
Thu Oct 13, 2022 1:46 am
Forum: Minor issues
Topic: [1.1.70] Wrong status on inserters
Replies: 3
Views: 1148

[1.1.70] Wrong status on inserters

I was playing Spaceblock and I noticed that inserters reported the wrong status in this case: Screenshot 2022-10-13 024306.png Here, the furnace's recipe is "5 iron ore => 6 iron ore" to duplicate the ore. In this example, the machine's input contains 2 ore out of the 5 needed to start a c...
by PFQNiet
Wed Oct 05, 2022 12:24 am
Forum: Modding help
Topic: Help Request: Automatic Train Painter Custom UI
Replies: 2
Views: 741

Re: Help Request: Automatic Train Painter Custom UI

You could even add a remote interface for other modders to provide colours for their custom items! Not only would this allow players to make their own modded colours for vanilla if they really want to, but it would allow other mod authors such as myself to specify how to colour things without needin...
by PFQNiet
Wed Oct 05, 2022 12:21 am
Forum: Modding help
Topic: Help with Recipes!
Replies: 4
Views: 644

Re: Help with Recipes!

Yes, just change the minable properties of the resource prototype. See https://wiki.factorio.com/Prototype/Entity#minable and https://wiki.factorio.com/Types/MinableProperties
by PFQNiet
Mon Oct 03, 2022 1:11 pm
Forum: Modding help
Topic: IDE integration
Replies: 2
Views: 623

Re: IDE integration

There's an entire extension for VSCode which takes care of everything from autocomplete to changelog syntax checking. If you use EmmyDoc comments (eg ---@type LuaEntity) you can tell it what your variables contain and get even more autocompletion. A little extra setup allows you to launch the game w...
by PFQNiet
Mon Oct 03, 2022 1:06 pm
Forum: Modding discussion
Topic: Portal suggestion: a mark on a changelog page, if the changelog will show in game
Replies: 4
Views: 1098

Re: Portal suggestion: a mark on a changelog page, if the changelog will show in game

The VSCode extension for Factorio development includes validation of changelog files among many many other useful features. That's what I use!
by PFQNiet
Wed Sep 14, 2022 5:40 pm
Forum: Modding interface requests
Topic: Selection tool mode/filter for selecting only ghost entities
Replies: 4
Views: 1836

Re: Selection tool mode/filter for selecting only ghost entities

Just encountered this while trying to make a "cheat tool" to revive ghosts in a selected area. Current workaround is to select anything and then test whether the entity is actually a ghost before reviving, which is obviously suboptimal.

+1
by PFQNiet
Mon Aug 01, 2022 12:19 pm
Forum: Modding help
Topic: character_running_speed inaccuracy
Replies: 5
Views: 1249

Re: character_running_speed inaccuracy

Many positions are in multiples of 1/256, and the closest multiple of that to 0.15 is the number you have found, which is 38/256.

I'm not sure how this will affect diagonal speed, but if it's preserving speed then you would travel 27/256 of a tile in each axis.
by PFQNiet
Thu Jul 28, 2022 6:51 am
Forum: Modding help
Topic: How do I call the vanilla tooltip?
Replies: 3
Views: 1126

Re: How do I call the vanilla tooltip?

There is no combination of GUI elements that allows a sprite with number, and a built-in tooltip.

I requested this feature some time ago but have had no luck yet.
by PFQNiet
Sun Jun 05, 2022 8:48 am
Forum: Won't implement
Topic: Make possibility to send a table from data.lua to control.lua
Replies: 19
Views: 4253

Re: Make possibility to send a table from data.lua to control.lua

Presumably you have a known entity or tile in your mod that uses the mask layer? Since you know that entity's name, you can look up its collision mask in control and there you go.
by PFQNiet
Mon Apr 25, 2022 4:04 pm
Forum: Ideas and Requests For Mods
Topic: Eating fish - new system
Replies: 4
Views: 1540

Re: Eating fish - new system

Personally I just shove fish onto my hotbar when I'm going into a combat situation - along with grenades. I'm not sure a mod is needed for that...
by PFQNiet
Mon Apr 18, 2022 10:32 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.57] Belt ghosts can't have their belt_neighbours checked
Replies: 3
Views: 2236

[1.1.57] Belt ghosts can't have their belt_neighbours checked

I'm honestly not sure if this used to be possible and has regressed, or was just never possible in the first place (in which case this should be moved to Modding Interface Requests), but my mod just crashed today and I had to do some debugging! Steps to reproduce: - Build a belt - Place a belt ghost...
by PFQNiet
Sat Jan 29, 2022 6:47 am
Forum: Modding discussion
Topic: LUA IDE with typehint support
Replies: 6
Views: 2262

Re: LUA IDE with typehint support

That VSCode extension is exactly how I work with this.
by PFQNiet
Sat Jan 22, 2022 7:59 am
Forum: Modding discussion
Topic: Replacing Beacons with Overclocking Stations - possible?
Replies: 24
Views: 6310

Re: Replacing Beacons with Overclocking Stations - possible?

- You can just set localised_name=something on the helper entities, setting them all to the same single name for all of them. - I personally wouldn't use objects as table keys like that. Use the unit number instead, yes. - Power area is handled by the collision box, not the selection box. You can ma...
by PFQNiet
Wed Jan 19, 2022 10:54 am
Forum: Modding discussion
Topic: Replacing Beacons with Overclocking Stations - possible?
Replies: 24
Views: 6310

Re: Replacing Beacons with Overclocking Stations - possible?

In vanilla Factorio a single 3x3 entity would be enough to cover basically any machine, with only the refinery needing a 5x5 and the silo needing a 9x9. That's three entities for every size building in the game, unless I'm forgetting something. So you won't need too many EEI entities even with modde...
by PFQNiet
Tue Jan 18, 2022 8:15 am
Forum: Modding discussion
Topic: Replacing Beacons with Overclocking Stations - possible?
Replies: 24
Views: 6310

Re: Replacing Beacons with Overclocking Stations - possible?

selectable_in_game=false If you want dynamic power management, then you will indeed need to spawn an Electric Energy Interface in addition to your Beacon. I would suggest having the beacon draw some small fixed amount of power so that it is affected by low-power situations, then have the dynamic por...
by PFQNiet
Wed Jan 12, 2022 8:28 am
Forum: Modding discussion
Topic: Replacing Beacons with Overclocking Stations - possible?
Replies: 24
Views: 6310

Re: Replacing Beacons with Overclocking Stations - possible?

Energy usage must be strictly positive, but that energy can come from a void energy source.

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