Search found 356 matches

by PyroFire
Wed Apr 08, 2020 3:40 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Name my mod (about combinators)
Replies: 11
Views: 3400

Re: [Request] Name my mod (about combinators)

recursion Sadly there is no recursion. Combinators can only be so tiny. The mod works by literally using tiny combinators and duplicating your setup as it was on the inside, plus a bunch of tricks so you can't select the tiny ones and they appear to just be sprites, when they're actually real combi...
by PyroFire
Fri Jan 31, 2020 6:12 pm
Forum: Ideas and Suggestions
Topic: GG's Starlog 4 - Modular Gaming
Replies: 3
Views: 2421

Re: GG's Starlog 4 - Modular Gaming

Sorry it took me so long to reply. Life happened. ... will try to reply to all of them in due time It happens, and that was all a bit of fun because your thoughts are generally very broad concepts, not much concrete or nailed down which is what is needed before anything can be expressed in code. I ...
by PyroFire
Sun Jan 05, 2020 9:20 am
Forum: Modding help
Topic: Synchronize two inserters filters and network connections
Replies: 4
Views: 1237

Re: Synchronize two inserters filters and network connections

on_gui_closed and on_entity_settings_pasted
by PyroFire
Sat Jan 04, 2020 4:53 am
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.17.79] Script mismatch when migration contains require
Replies: 3
Views: 2618

Re: [0.17.79] Script mismatch when migration contains require

require usually branches from the file that ran the function.

Try doing require("../test")
by PyroFire
Wed Jan 01, 2020 12:45 am
Forum: Modding help
Topic: How to prevent connection of different pipes?
Replies: 8
Views: 2090

Re: How to prevent connection of different pipes?

It sounds like you're after a mix of different things. - Unique pipes that don't connect to eachother, for example if we added copper pipes and had a thing where those pipes don't connect to the iron ones. - Restricting specific fluids to specific types of pipes (e.g. if an iron pipe is carrying hot...
by PyroFire
Tue Dec 31, 2019 3:41 pm
Forum: Modding help
Topic: Event filter explanations
Replies: 11
Views: 2478

Re: Event filter explanations

He needs to catch "-ore$". A single pattern on the event will do that because you can't do that with the event filter. He did not do that for some reason. It is possible to calculate which prototypes your mod will need to listen for before the event is fired, even with patterns. Event fil...
by PyroFire
Tue Dec 31, 2019 3:15 pm
Forum: Modding help
Topic: Event filter explanations
Replies: 11
Views: 2478

Re: Event filter explanations

Was there an issue with catching all events from that category, and doing string.match(event.entity.name, "-ore$")? You missed his question about how to do this with event filters, and my explanation that to actually make use of the event filters when you need patterns, you can either use...
by PyroFire
Tue Dec 31, 2019 3:00 pm
Forum: Implemented Suggestions
Topic: Play sound on entity rotation - QoL
Replies: 14
Views: 4427

Re: Play sound on entity rotation - QoL

... ... Defining position makes it not play globally for everyone on that surface/force/etc. Distance falloff as you'd expect. See also *Edit Gave it some thought and you could do the processing and conditions in lua and play it individually per player (if you really needed to): https://lua-api.fac...
by PyroFire
Tue Dec 31, 2019 1:39 pm
Forum: Modding interface requests
Topic: LuaForce.play_sound{surface=}
Replies: 5
Views: 1591

Re: LuaForce.play_sound{surface=}

Is not force sensitive obviously. You got me there. I was looking at an old post where i made a similar suggestion. Guess we really do need surface specification on luaforce.playsound, if you want force-specific surface-specific sounds *Edit Gave it some thought and you could do the processing and ...
by PyroFire
Mon Dec 30, 2019 11:08 am
Forum: Modding help
Topic: Modifying a mod with another mod
Replies: 5
Views: 1904

Re: Modifying a mod with another mod

Pi-C wrote:
Mon Dec 30, 2019 9:43 am
Wouldn't a dependency be safer?
It depends on what you're doing.
by PyroFire
Mon Dec 30, 2019 9:33 am
Forum: Modding help
Topic: Modifying a mod with another mod
Replies: 5
Views: 1904

Re: Modifying a mod with another mod

is it possible to remove/change funcions or recipes from mods with another mod? It is not possible to change or remove functions in another mod. It is very easy to change recipes that were registered by another mod by simply ensuring your code runs after the data you need to modify is registered. T...
by PyroFire
Sat Dec 28, 2019 9:33 pm
Forum: Modding help
Topic: Event filter explanations
Replies: 11
Views: 2478

Re: Event filter explanations

Is it possible to use Lua match patterns to the filters here? It is not. Feel free to make a modding api request for it, because this is something i need as well. But at the same time, generating all the names isn't too hard either, so it probably won't happen and i probably don't need it if i'm no...
by PyroFire
Sat Dec 28, 2019 9:30 pm
Forum: Ideas and Suggestions
Topic: Absolute game tick/time in performance monitor log thing
Replies: 5
Views: 1461

Re: Absolute game tick/time in performance monitor log thing

Honktown wrote:
Sat Dec 28, 2019 7:26 pm
clever catch on the version number.
No, putting the build number in there like that is fairly typical.
Knowing that comes with experience.
by PyroFire
Sat Dec 28, 2019 7:18 pm
Forum: Ideas and Suggestions
Topic: Absolute game tick/time in performance monitor log thing
Replies: 5
Views: 1461

Re: Absolute game tick/time in performance monitor log thing

That's the build number. 0.17.79.
And yes the last number is the time in 24 hour time. 170529 = 17h:05m:29s (5pm)
by PyroFire
Sat Dec 28, 2019 5:35 pm
Forum: Implemented Suggestions
Topic: Play sound on entity rotation - QoL
Replies: 14
Views: 4427

Re: Play sound on entity rotation - QoL

Squelch wrote:
Tue Dec 17, 2019 3:36 pm
Give audible feedback that the entity rotation action has been performed.
k

Code: Select all

script.on_event(defines.events.on_player_rotated_entity, function(ev) ev.entity.surface.play_sound({path="entity-build/wooden-chest",position=ev.entity.position}) end)
You're welcome.
by PyroFire
Sat Dec 28, 2019 5:31 pm
Forum: Implemented mod requests
Topic: LuaPlayer :: create_local_flying_text at cursor position
Replies: 9
Views: 2566

Re: LuaPlayer :: create_local_flying_text at cursor position

Honktown wrote:
Sat Dec 28, 2019 5:17 pm
You can't get cursor position
That's why this is a modding interface request.

Seems fairly reasonable.

+1

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