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by justarandomgeek
Sat Nov 09, 2019 6:01 pm
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 88
Views: 22129

Re: Breaking change/fix: script.raise_event rework - opinions wanted

I don't like the create_entity, revive_entity, or destroy_entity because these events aren't fired by anything in the base game. The context of these events is nearly identical to on_entity_built and on_entity_died, but the likelihood of mods supporting these events is reduced and thus the chance o...
by justarandomgeek
Fri Nov 08, 2019 2:39 am
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 88
Views: 22129

Re: Breaking change/fix: script.raise_event rework - opinions wanted

Makes me wish (again) for full-text search of all mods published on the portal, to find out who's actually doing raise_event and where/why!
by justarandomgeek
Thu Nov 07, 2019 12:17 am
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 88
Views: 22129

Re: Breaking change/fix: script.raise_event rework - opinions wanted

eradicator wrote:
Wed Nov 06, 2019 6:53 pm
The main problem here is: If i fail at convincing you that my edge case is worth implementing an extra "raise_x" then my only option would be to not raise anything at all.
No, your option is to raise your own event.
by justarandomgeek
Tue Nov 05, 2019 4:51 pm
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 88
Views: 22129

Re: Breaking change/fix: script.raise_event rework - opinions wanted

I generally like this change, and would propose one further one: if you're changing how custom events work anyway, it would be nice to register them as names so that you can provide an event without having to provide a remote.call to list your events (especially if you otherwise don't need the remot...
by justarandomgeek
Wed Sep 11, 2019 5:42 pm
Forum: Implemented mod requests
Topic: Include captured entity's unit_number in blueprint entity data
Replies: 30
Views: 5706

Re: Include captured entity's unit_number in blueprint entity data

The problem with unit number, is that it only really applies in that 1 save, Once the blueprint is made, it can be used in other saves, exported, imported, moved around, etc. And having it then always with that blueprint, might give people the wrong impresssion I guess i didn't make very clear in m...
by justarandomgeek
Wed Sep 11, 2019 1:58 pm
Forum: Implemented mod requests
Topic: Include captured entity's unit_number in blueprint entity data
Replies: 30
Views: 5706

Re: Include captured entity's unit_number in blueprint entity data

Was there a reason for not adding tags to live entities too? That would pretty much remove the correlation problem, as it would have already captured the entity's tags, and then we can adjust that in the blueprint if required. Runtime memory overhead and save file size. Would it really be so much w...
by justarandomgeek
Tue Sep 10, 2019 11:42 pm
Forum: Implemented mod requests
Topic: Include captured entity's unit_number in blueprint entity data
Replies: 30
Views: 5706

Re: Include captured entity's unit_number in blueprint entity data

Was there a reason for not adding tags to live entities too? That would pretty much remove the correlation problem, as it would have already captured the entity's tags, and then we can adjust that in the blueprint if required.
by justarandomgeek
Fri Sep 06, 2019 6:36 pm
Forum: Implemented mod requests
Topic: Include captured entity's unit_number in blueprint entity data
Replies: 30
Views: 5706

Include captured entity's unit_number in blueprint entity data

Since we can now store entity tags in blueprints, it would be useful to have a direct way to match them up (during on_player_configured_blueprint, for example) to the entities in the real world to copy the relevant config into tags. If the blueprint captured the original unit number, this could be u...
by justarandomgeek
Tue Sep 03, 2019 2:35 pm
Forum: Releases
Topic: Version 0.17.67
Replies: 28
Views: 18910

Re: Version 0.17.67

Yea. I saw that. But this is a huge leap in the right direction (Thanks btw to everyone who had a hand at this). And i wouldn't even know *how* to officially support better linking. Some kind of callback-capable on_blueprinted event? Does the engine even support returning values from event handlers...
by justarandomgeek
Tue Sep 03, 2019 2:01 pm
Forum: Releases
Topic: Version 0.17.67
Replies: 28
Views: 18910

Re: Version 0.17.67

Scripting Added optional "tags" to entities in blueprints and entity ghosts. Added optional "tags" to script_raised_revive, on_built_entity and on_robot_built_entity events when reviving ghosts. Added LuaEntity::tags read/write for entity ghosts. Added LuaItemStack::get_blueprin...
by justarandomgeek
Thu Aug 01, 2019 6:15 pm
Forum: Implemented mod requests
Topic: LuaEntity::request_from_buffer bool[RW] on requester chests
Replies: 1
Views: 734

LuaEntity::request_from_buffer bool[RW] on requester chests

LuaEntity::request_from_buffer to correspond to the checkbox in the requester's GUI to allow reading/writing this setting
by justarandomgeek
Wed Jul 24, 2019 6:12 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 102973

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Add 100 (or 10000 or whatever) to the signal so it's longer than the display and it will be truncated leaving the leading zeroes
by justarandomgeek
Tue Jul 23, 2019 4:02 am
Forum: Won't implement
Topic: Bot Categories to differentiate sets of bots and roboports
Replies: 2
Views: 1017

Bot Categories to differentiate sets of bots and roboports

From a discussion on discord that mentioned "megabots" - i'd like to be able to make a set of giant bots that can only dock at their corresponding humorously large roboports (which may or may not also support normal bots). To facilitate this, i imagine there being a new set of bot-category...
by justarandomgeek
Fri Jul 19, 2019 9:06 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 207942

Re: Friday Facts #304 - Small bugs; Big changes

I have ~800 hours in Factorio, more with non-steam versions, and have been playing for about 3.5 years now. First off, to make a major oil change like this so late into 'early access' makes little sense to me. If anything, I think they should have done what mcdjfp is suggesting and put heavy/light ...
by justarandomgeek
Fri Jul 19, 2019 7:57 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 207942

Re: Friday Facts #304 - Small bugs; Big changes

Some discussions on the Discord server led to an idea for dealing with the new player issues with oil that I think would work a lot better here. Original credit for the idea goes to Hexicube. The idea is based on the following assumptions: * The fundamental problem is that it is difficult for playe...
by justarandomgeek
Thu Jul 04, 2019 4:17 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.53] Train Wagon Limits in Blueprints Lost After Reload
Replies: 3
Views: 3446

Re: [0.17.53] Train Wagon Limits in Blueprint Exported to Library Lost After Reload

Turns out the library isn't involved either - just having the blueprint item in the inventory and saving/loading the bar gets lost from the blueprint. I'm stumped as to how though, everywhere I've looked it seems like it is saving/loading it properly!
by justarandomgeek
Wed Jul 03, 2019 12:38 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.53] Undo removes rails but not trains after blueprint both
Replies: 1
Views: 2731

[kovarex] [0.17.53] Undo removes rails but not trains after blueprint both

After placing a blueprint of rails + train, and then using Ctrl+Z to undo it, the rails get marked for decon but the train does not. Also, ghosts of wagons that had not been built yet do not get cancelled.
by justarandomgeek
Sat Jun 29, 2019 7:16 pm
Forum: Modding interface requests
Topic: Variations for lamps: pictures_on, pictures_off
Replies: 9
Views: 2078

Re: Variations for lamps: pictures_on, pictures_off

Deadlock989 wrote:
Sat Jun 29, 2019 7:01 pm
- I'd prefer it not to also tint to the "on" picture as it currently does with lamps, but others might, so best case would be that this were controllable with a flag/property
That would just be the apply_runtime_tint setting on the sprites anyway - and i want both tinted!
by justarandomgeek
Sat Jun 29, 2019 6:46 pm
Forum: Modding interface requests
Topic: Variations for lamps: pictures_on, pictures_off
Replies: 9
Views: 2078

Re: Variations for lamps: pictures_on, pictures_off

- Is an electricity consumer - Has health, a force, resistances etc. - Has a sprite and light overlay which are only drawn when powered (like a lamp) - Is circuit/logistic network controllable (like a lamp) - Supports a list of variant pictures for its powered state accessible at runtime (like Simp...
by justarandomgeek
Fri May 03, 2019 5:30 pm
Forum: Ideas and Suggestions
Topic: add a random / unique number combinator
Replies: 26
Views: 8181

Re: add a random / unique number combinator

Qon wrote:
Fri May 03, 2019 5:25 pm
There are (outdated) mods linked in the thread,
Location Combinator has simply been folded into Utility Combinators, as indicated by the giant link from the page linked in the post immediately before yours. (And the last version of it would also still work on the current version of Factorio.)

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