Search found 356 matches

by PyroFire
Fri Oct 11, 2019 3:11 pm
Forum: Modding interface requests
Topic: usage_priority should be number-based
Replies: 4
Views: 1477

Re: usage_priority should be number-based

Don't know that much about warptorio. If it's a one way transfer you can easily use a different priority, if it's a two way transfer then maybe split it up into two entities? Factorissimo only allows one way transfer for this reason i guess. There's power being split between 4 surfaces and 16 accum...
by PyroFire
Fri Oct 11, 2019 2:34 am
Forum: Modding interface requests
Topic: usage_priority should be number-based
Replies: 4
Views: 1477

Re: usage_priority should be number-based

So that i may clarify what is being posted here.

The "issue": Accumulators do not share power.
I do not personally see this as an issue, but hey if there is a way to set up the accumulators so the "normal" accumulators drain into my "special" accumulators, let me know.
by PyroFire
Thu Oct 10, 2019 10:24 am
Forum: Implemented mod requests
Topic: Add catalyst_amount to LuaRecipePrototype ingredients/products
Replies: 9
Views: 2938

Re: Add catalyst_amount to LuaRecipePrototype ingredients/products

This appears to be a thing already ? https://lua-api.factorio.com/latest/LuaRecipe.html#LuaRecipe.ingredients https://lua-api.factorio.com/latest/LuaRecipePrototype.html#LuaRecipePrototype.ingredients https://lua-api.factorio.com/latest/Concepts.html#Ingredient Unless you are saying the api shows th...
by PyroFire
Tue Oct 01, 2019 1:34 pm
Forum: Not a bug
Topic: [0.17.68] Stacked sound exceed expected volume
Replies: 8
Views: 2088

Re: [0.17.68] Stacked sound exceed expected volume

Klonan wrote:
Tue Oct 01, 2019 1:15 pm
PyroFire wrote:
Tue Oct 01, 2019 1:13 pm
Is there a way to do this better?
Whats wrong with this:
https://lua-api.factorio.com/latest/Lua ... play_sound
That's perfect!
by PyroFire
Tue Oct 01, 2019 1:13 pm
Forum: Not a bug
Topic: [0.17.68] Stacked sound exceed expected volume
Replies: 8
Views: 2088

Re: [0.17.68] Stacked sound exceed expected volume

Although this is mostly an issue with warptorio, i do like the idea of having a sound.play function that deals with the stacking problem internally. It would have to be a param {no_stacking=true} though. Why not just only play the sound once? If you are writing the code that tells the game when to ...
by PyroFire
Tue Oct 01, 2019 11:21 am
Forum: Not a bug
Topic: [0.17.68] Stacked sound exceed expected volume
Replies: 8
Views: 2088

Re: [0.17.68] Stacked sound exceed expected volume

Although this is mostly an issue with warptorio, i do like the idea of having a sound.play function that deals with the stacking problem internally.
It would have to be a param {no_stacking=true} though.

Funny to know the base game has a similar sound stacking problem.
by PyroFire
Tue Oct 01, 2019 11:13 am
Forum: Already exists
Topic: LuaTechnology.level is not consistent
Replies: 20
Views: 7152

Re: LuaTechnology.level is not consistent

Sadly, there is no "break" in factorio lua. You need to write those with functions and tailcalls. Luckily that's bullshit. All 4 iterations posted above are tested and working. /c while true do game.print('Bullshit') break end Hurray! I could have sworn last time I used it, they didn't wo...
by PyroFire
Sat Sep 28, 2019 11:20 pm
Forum: Already exists
Topic: LuaTechnology.level is not consistent
Replies: 20
Views: 7152

Re: LuaTechnology.level is not consistent

I'm really sorry for the confusion, eradicator was right, and I was talking about the WRONG and other similarly obnoxious behaviour towards others trying to help. I apologize for any harshness that may have come across in my writing. The use of punctuation like this is primarily for emphasis. It's ...
by PyroFire
Sat Sep 28, 2019 10:21 pm
Forum: Not a bug
Topic: [0.17.69] Beaconed productivity modules missing speed penalty
Replies: 1
Views: 661

[0.17.69] Beaconed productivity modules missing speed penalty

Beaconed productivity modules don't give speed penalty. Unsure if this applies to more than just the lab. Screenshot: https://i.imgur.com/F9yneqb.png (10x level 3 productivity in beacon + 2x level 3 productivity in labs) Originating Issue: https://mods.factorio.com/mod/warptorio2/discussion/5d8fd924...
by PyroFire
Sat Sep 21, 2019 4:58 pm
Forum: Already exists
Topic: LuaTechnology.level is not consistent
Replies: 20
Views: 7152

Re: LuaTechnology.level is not consistent

function research.level(n,f) f=f or game.forces.player local ft=f.technologies local r=ft[n.."-0"] or ft[n.."-1"] local i=0 while(r)do if not r.researched then i=r.level-1 r=nil else i=r.level r=ft[n.."-".. i+1] end end return i end So, I went and tried it out. It work...
by PyroFire
Thu Sep 19, 2019 9:34 pm
Forum: Already exists
Topic: LuaTechnology.level is not consistent
Replies: 20
Views: 7152

Re: LuaTechnology should have .is_partially_researched

You still haven't said what the requested function should do. What should it return when? What data type is it even? That would help judge whether it is necessary or can be done with already existing api functions. Well the function is irrelevant for the most part. The problem is achieving the desi...
by PyroFire
Thu Sep 19, 2019 7:16 pm
Forum: Already exists
Topic: LuaTechnology.level is not consistent
Replies: 20
Views: 7152

Re: LuaTechnology should have .is_partially_researched

I don't really see how this is useful I may have the wrong solution to the problem, but that doesn't change the fact that this problem is a problem. If you want to know the level, you can check technology.level WRONG LuaTechnology.level on a multi-level research returns the current level, plus one ...
by PyroFire
Wed Sep 18, 2019 1:17 pm
Forum: Modding interface requests
Topic: game.write_to_clipboard
Replies: 10
Views: 3170

Re: game.write_to_clipboard

What about a command that itself runs lua? (like /c but puts the "return" value on clipboard)

Code: Select all

/clipboard __modname__ return serpent.line(global.my_table)
for example.
This way a player must explicitly tell the game to do it, and can't be done randomly via script.
by PyroFire
Wed Sep 18, 2019 1:13 pm
Forum: Already exists
Topic: LuaTechnology.level is not consistent
Replies: 20
Views: 7152

Re: LuaTechnology should have .is_partially_researched

I have researches tied to numbered prototype names, so you can "upgrade" the entity. Half way through this research chain, it changes from 'regular' researches to a multi-level research. The goal is to have a clean number that gives me the "real" research level for this purpose. ...
by PyroFire
Mon Sep 16, 2019 11:39 am
Forum: Already exists
Topic: LuaTechnology.level is not consistent
Replies: 20
Views: 7152

LuaTechnology.level is not consistent

The problem: It is difficult to determine (in lua) what level infinite researches are, particularly if they switch between regular (-1, -2 etc) to the infinite (-5 to -10). Example: "worker-robots-speed-6". When it's researched (you have level 6 worker robot speed), .level returns 7 and .r...
by PyroFire
Sun Sep 15, 2019 1:01 pm
Forum: Mods
Topic: [0.17+] Warptorio2
Replies: 12
Views: 11681

Re: [0.17+] Warptorio2

Bug reports should be posted in the mod discussions so they can be tracked.

https://mods.factorio.com/mod/warptorio2/discussion
https://mods.factorio.com/mod/warptorio ... discussion
by PyroFire
Sat Sep 14, 2019 6:40 pm
Forum: Won't implement
Topic: LuaSurface.clone_entities should return the created entities
Replies: 2
Views: 1084

LuaSurface.clone_entities should return the created entities

LuaEntity.clone returns the created entity, but LuaSurface.clone_entities doesn't return a table of the created entities. Why?
by PyroFire
Sun Sep 08, 2019 8:09 am
Forum: Modding help
Topic: [0.17.68] LuaForce::SetSpawnPosition LuaForce::GetSpawnPosition
Replies: 4
Views: 823

Re: [0.17.68] LuaForce::SetSpawnPosition LuaForce::GetSpawnPosition

But this would assume there is a spawn position for each surface.

Sure, that can be a thing, but the player only spawns on one surface set by LuaForce::SetSpawnPosition.
How do i know which one it is set to?
by PyroFire
Sun Sep 08, 2019 8:04 am
Forum: Modding help
Topic: [0.17.68] LuaForce::SetSpawnPosition LuaForce::GetSpawnPosition
Replies: 4
Views: 823

[0.17.68] LuaForce::SetSpawnPosition LuaForce::GetSpawnPosition

set_spawn_position(position, surface) Parameters position :: Position: The new position on the given surface. surface :: SurfaceSpecification: Surface to set the spawn position for. get_spawn_position(surface) → Position Parameters surface :: SurfaceSpecification Why is the surface a parameter and ...

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