Search found 438 matches

by y.petremann
Mon Nov 18, 2024 2:44 pm
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 8
Views: 2241

Re: Setting Parent Body for a SpaceLocation


This is neat. Currently us modders basically need to keep a spreadsheet of all planets to avoid collisions with other mods in the starmap. This would be a welcome feature.

This would not prevent them to colide, but it would be less likely

Something interesting is that someone could make a final ...
by y.petremann
Sun Nov 17, 2024 12:49 am
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 8
Views: 2241

Setting Parent Body for a SpaceLocation

For now we have :
distance :: double : Distance from the location's parent body in map coordinates.
orientation :: RealOrientation : Angle in relation to the parent body.

It would be interesting to add
parent :: string : Name of the parent SpaceLocation, optionnal, if not set it would work like ...
by y.petremann
Fri Nov 08, 2024 1:22 pm
Forum: News
Topic: Friday Facts #436 - Lost in Translation
Replies: 80
Views: 32591

Re: Friday Facts #436 - Lost in Translation

One thing I really would like to see is alternate search languages to allow searching with internal keys or english (or a secondary language you choosen) when you don't use english as display language.
So if you are french, you could type: "plaque de fer", "iron plate" or even "iron-plate"

This ...
by y.petremann
Sat Nov 02, 2024 9:57 pm
Forum: Implemented mod requests
Topic: [2.0.14] lane-splitter missing api
Replies: 3
Views: 989

Re: [2.0.14] lane-splitter missing api

The reason I asked for this id because I was interested in updating the Belt Visualiser mod to implement lane-splitter, and it has the feature that when you have an item in hand, it display the potential path for this item, and use the mentionned properties on splitter
by y.petremann
Sat Nov 02, 2024 3:21 pm
Forum: Implemented mod requests
Topic: [2.0.14] lane-splitter missing api
Replies: 3
Views: 989

[2.0.14] lane-splitter missing api

lane-splitter works simirlarly to splitter but don't have splitter_filter and splitter_output_priority in api
by y.petremann
Sat Oct 26, 2024 3:25 pm
Forum: Modding interface requests
Topic: [2.x] Negative quality
Replies: 7
Views: 2264

Re: [2.x] Negative quality

As I"ve calculated, most quality is based on a multiplier of 1/3 so the minimal quality would be of -3 (-3.33333)
There is still some edge case, like electric poles, which is based on increments of 2 for their range and wire distance, this put the Big electric pole to a minimum effective level of -1 ...
by y.petremann
Fri Oct 25, 2024 4:00 pm
Forum: Modding interface requests
Topic: [2.x] Negative quality
Replies: 7
Views: 2264

[2.x] Negative quality

As for now, when adding a new quality, it can only be positive, it would be interesting to let define negative quality.
It would permit to define that something can be worse than normal

For example, I'm making a mod where everything you hancraft is of Makeshift quality, meaning it's worse than ...
by y.petremann
Wed Oct 23, 2024 11:18 am
Forum: Resolved Problems and Bugs
Topic: [Tobias] [2.0.9] Display Panel still display if no condition is fullfilled
Replies: 1
Views: 1738

[Tobias] [2.0.9] Display Panel still display if no condition is fullfilled

I've tried to make a map 7-segment display using the lines signals and found out that the display panel display a display panel if no condition is fullfilled, same if no icon is selected.
Copie d'écran_20241023_131207.png

As a display panel can still be explicitly selected as an icon, I would ...
by y.petremann
Fri May 03, 2024 1:38 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 73892

Re: Friday Facts #409 - Diminishing beacons

vark111 wrote: Fri May 03, 2024 12:11 pm Agree 100% with this. You boys realize that you have now effectively required the use of online calculators for mere mortals to get accurate throughput numbers? Since calculators are now a requirement, are you including one in-game?
Or use Helmod ...
by y.petremann
Fri May 03, 2024 11:21 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 73892

Re: Friday Facts #409 - Diminishing beacons

The fact that it's finally dicted by a lua table is the most exciting thing of the feature.
by y.petremann
Wed May 01, 2024 8:57 am
Forum: Duplicates
Topic: [1.1.107] (minor) Item render order on belts
Replies: 1
Views: 646

[1.1.107] (minor) Item render order on belts

Why:
On still image this is doesn't really bugs me but ingame where items move on belts, this show a small imperfection in the factory

Actual behavior:
- On Down or Right belts (red on image): items are rendered from start to end
- On Up or Left belts (yellow on image): items are rendered from ...
by y.petremann
Sun Nov 05, 2023 10:24 am
Forum: Resolved Problems and Bugs
Topic: [1.1.94] Filter frame has misalignment
Replies: 1
Views: 967

[1.1.94] Filter frame has misalignment

Filter frame has some misalignment when in button mode
It give this result
Bad.png
This is how it should look like
Good.png
Here a reference of filter_tabbed_pane
Ref.png

I tried fixing it manually but I don't know if filter_frame is used elsewhere, it needed to update this in style.lua:4450 ...
by y.petremann
Sat Jan 02, 2021 7:45 am
Forum: Won't implement
Topic: LuaControl.move_crafting(start_index, end_index, count)
Replies: 2
Views: 2310

LuaControl.move_crafting(start_index, end_index, count)

TL;DR
LuaControl.move_crafting would permit to reorder crafting queue without quirks
LuaControl.begin_crafting and LuaControl.cancel_crafting can cause unwanted side effects when reordering and need some hacks to prevent them which cause other unwanted side effects.

What ?
LuaControl.move ...
by y.petremann
Sun Dec 13, 2020 6:27 pm
Forum: Implemented mod requests
Topic: Linked-belt
Replies: 9
Views: 9704

Re: Linked-belt

Sorry for posting in the wrong section, in fact if you can, can you move this in the Modding Interface Request since it is where it belong.
I'm not asking about another mod doing things, I'm asking about a feature fors mods to use.
Linked-chest are cool and there is a lot of cool things we can do ...
by y.petremann
Sun Dec 13, 2020 9:09 am
Forum: Implemented mod requests
Topic: Linked-belt
Replies: 9
Views: 9704

Linked-belt

TL;DR
Linked-belt would link two belt-lines wherever there are (could be on two different surfaces).
linked-belt-concept.png

What ?

Linked-belt would link two belt-lines and merge them into one belt-line wherever the links are, they can be really far appart or on two different surfaces ...
by y.petremann
Sat Nov 28, 2020 1:35 am
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 67151

Re: Version 1.1.1

In another game (Eco to be more precise) there is the functionnality to navigate tooltips to see deep informations,
here in factorio I really would like to have the possibility to see by default only the tooltip, being as simple as it can (so a lot of text is not consistant), and when holding a ...
by y.petremann
Sat Aug 15, 2020 1:03 pm
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Spidertron can't use roboport if logistic while moving is disabled
Replies: 5
Views: 7842

[1.0.0] Spidertron can't use roboport if logistic while moving is disabled

In the spidertron, if the Enable logistics while moving checkbox is disabled, the roboport in it can't be used when stationary (like the spidertron was always moving)
by y.petremann
Tue Jul 07, 2020 8:11 am
Forum: Pending
Topic: [0.18.35] Shift on sprites for guis are inconsistant
Replies: 1
Views: 1555

[0.18.35] Shift on sprites for guis are inconsistant

For some reason I needed a tree_view and for that I recreated my own version of the tree_view_tileset
To make it working, I've added each variation where the line in the center can't be cut and for all other I used some crop technics using size position and shift

But it seems that shift is not ...
by y.petremann
Thu Jun 25, 2020 5:46 pm
Forum: Not a bug
Topic: [0.18.33] Custom input are gone wild
Replies: 1
Views: 1434

[0.18.33] Custom input are gone wild

Custom input seems to trigger to other inputs like entering a car.

How to reproduce :
- install a fresh factorio version
- Install a mod that use custom-input like informatron
- load or create a game
- put a car
- finally enter the car by pressing "return"
- with informatron the popup open, same ...
by y.petremann
Fri Jun 19, 2020 10:49 am
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 58506

Re: Friday Facts #352 - New website

Whooohoo, I'm on a hype train ... would the lua-api docs get better styles too ?

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