..
Since this thread became relevant again, i have to clarify those for further confusion.
https://lua-api.factorio.com/latest/LuaBootstrap.html#LuaBootstrap.on_load
This is meant for 3 specific reasons and only 3:
- re-register conditional event handlers
- re-setup meta tables
- create local ...
Search found 527 matches
- Sun Nov 18, 2018 3:49 am
- Forum: Modding help
- Topic: conditional events by global settings cause MP desync
- Replies: 7
- Views: 3034
- Sun Nov 18, 2018 3:24 am
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 51631
Re: [MOD 0.16] VehicleSnap
Code: Select all
script.on_load(function()
if global.RegisterEvents then
ToggleEvents(true)
end
end)
- Sun Nov 18, 2018 2:22 am
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 51631
Re: [MOD 0.16] VehicleSnap
mod-VehicleSnap was not registered for the following events when the map was saved but has registered them as a result of loading: on_tick (ID 0) and on_player_changed_position (ID 81)
That's curious, and yes i had not tested the new one on dedicated server. I don't yet know why the events are not ...
That's curious, and yes i had not tested the new one on dedicated server. I don't yet know why the events are not ...
- Sat Nov 17, 2018 7:59 pm
- Forum: Ideas and Suggestions
- Topic: Car aligns to cardinal directions
- Replies: 32
- Views: 16501
Re: Car aligns to cardinal directions
Ok now i don't mind if they implement it or not anymore. I spent all day updating VehicleSnap and i highly doubt there is too much left it can be improved on. I went as far as using the vehiclestate events and turn off onTick when it's not needed. With the backwards driving and per-player options it ...
- Sat Nov 17, 2018 7:14 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 51631
Re: [MOD 0.15] VehicleSnap
I thought I'd have a look and I found the problem. Line 51 of control.lua:
if player.vehicle.speed > 0.1 then
needs a math.abs(player.vehicle.speed) to cover backwards as well, I tried it seems to work fine :p
Hey, new update (0.16.1) is out if you guys want to test. It allows snapping when ...
- Wed Nov 14, 2018 3:34 pm
- Forum: Balancing
- Topic: Nuclear fuel should be better than rocket fuel
- Replies: 7
- Views: 4371
Re: Nuclear fuel should be better than rocket fuel
Anyway, a locomotive filled with nuclear fuel (which by the way is 4; 3 in stock and 1 active) can power a train for 134 minutes straight.
I doubt anyone has to cover such long distances that they even need one nuclear fuel for one trip.
Rocket fuel can power a train for 193 minutes which is ...
I doubt anyone has to cover such long distances that they even need one nuclear fuel for one trip.
Rocket fuel can power a train for 193 minutes which is ...
- Tue Nov 13, 2018 8:49 pm
- Forum: Balancing
- Topic: Nuclear fuel should be better than rocket fuel
- Replies: 7
- Views: 4371
Re: Nuclear fuel should be better than rocket fuel
I hope it will last long enough then on a very long railway. I can see that solid fuel is actually still twice as efficient than rocket fuel when it comes to MJ per light oil, so i guess they all have their perks. However making of nuclear fuel involves Kovarex setup and sulfuric acid mining, all of ...
- Tue Nov 13, 2018 12:54 pm
- Forum: Balancing
- Topic: Nuclear fuel should be better than rocket fuel
- Replies: 7
- Views: 4371
Nuclear fuel should be better than rocket fuel
I'm just trying to justify using of nuclear fuel in trains. 10 rocket fuel has 2250 MJ and nuclear fuel while having max stack of 1 item contains 1210 MJ. Meaning that train with a single load of rocket fuel will run almost twice as long time. Solid fuel's 50 item stack values 1250 MJ with almost ...
- Sat Nov 03, 2018 7:41 pm
- Forum: Ideas and Suggestions
- Topic: Car aligns to cardinal directions
- Replies: 32
- Views: 16501
Re: sticky car steering
Obviously, just snapping to angles is the easiest-to-implement of that requests (and VehicleSnap already implements it).
But as i said, it's not implementing it "properly". I had to use the onTick event, so it's actually doing something 60 times a second even if just waiting for delay or someone ...
But as i said, it's not implementing it "properly". I had to use the onTick event, so it's actually doing something 60 times a second even if just waiting for delay or someone ...
- Tue Oct 30, 2018 6:17 pm
- Forum: Ideas and Suggestions
- Topic: Oil (overflow) burner
- Replies: 29
- Views: 20100
Re: Oil (overflow) burner
The way I handle petro balancing is to crack the excess of one thing to the next thing. So if the heavy oi tank is nearly full (>24000) it pumps heavy oil into the heavy to light oil cracking array. The same with light to gas. The problem becomes, particularly in the early game, that I end up with ...
- Tue Oct 30, 2018 5:55 pm
- Forum: Ideas and Suggestions
- Topic: Car aligns to cardinal directions
- Replies: 32
- Views: 16501
Please restrict vehicle moving angles some way
I'm author of mod Vehiclesnap, but i too have moments when i want to play just "pure vanilla" - no. mods. at. all. Let me show what i mean first:
https://www.youtube.com/watch?v=9X-4AqpFhUE
The controls are very touchy and it's almost impossible to drive straight along tracks, and that's even if ...
https://www.youtube.com/watch?v=9X-4AqpFhUE
The controls are very touchy and it's almost impossible to drive straight along tracks, and that's even if ...
- Fri Oct 26, 2018 3:59 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 282001
Re: Friday Facts #266 - Cleanup of mechanics
What does the "Variation" line mean in ore tooltip? If it's something like number of sprites, i don't think player needs to know.
- Sat Oct 13, 2018 9:22 am
- Forum: News
- Topic: Friday Facts #264 - Texture streaming
- Replies: 108
- Views: 56919
Re: Friday Facts #264 - Texture streaming
If for some reason, VRAM use ever becomes an issue, you could give players the option to only use any 2nd, 3rd or 4th frame of each animation, so that only animation FPS suffers instead of having the entire scene FPS drop. That way, animations would lag but player movement would still be ...
- Mon Oct 01, 2018 5:29 pm
- Forum: Pending
- Topic: [0.16.51] Chainsignal stuck yellow
- Replies: 19
- Views: 8546
Re: [0.16.51] Chainsignal stuck yellow
Hold some signal in hand so the segment colors show on tracks and screenshot? Maybe they're not divided like you thought they are.
- Mon Oct 01, 2018 11:27 am
- Forum: Ideas and Suggestions
- Topic: Better turret and artillery range visuals in map
- Replies: 2
- Views: 1281
Re: Better turret and artillery range visuals in map
1. You have an insane amount of water.
2. That's a very low level of pollution.
1. Yes, it was a mistake. But that's also a worldgen issue that it's even able to make it so fragmented even on high freq, if that's what we used.
2. The pollution is due to your mods ;) MK8 raw productivity and ...
- Mon Oct 01, 2018 1:12 am
- Forum: Ideas and Suggestions
- Topic: Train station groups
- Replies: 10
- Views: 4719
Re: Train station groups
Let's face it, single station, no matter how big usually isn't up to the task to keep things fed at a decent rate. Multiple stations with the same name work, to a point. When demand becomes higher than supply, stations with the highest path cost get no love.
Trains are lazy, they always tend to ...
- Mon Oct 01, 2018 12:56 am
- Forum: Implemented Suggestions
- Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
- Replies: 72
- Views: 30385
Re: Option to disable no-power flashing
I tried to tackle this issue before with a mod that makes the warnings less distracting: https://mods.factorio.com/mod/SmoothWarnings
(I'm sorry, i forgot to do accumulators back then, maybe some day i'd decide to update it but accumulators do that so rarely i didn't even think about it.)
I find ...
(I'm sorry, i forgot to do accumulators back then, maybe some day i'd decide to update it but accumulators do that so rarely i didn't even think about it.)
I find ...
- Mon Oct 01, 2018 12:37 am
- Forum: Ideas and Suggestions
- Topic: Better turret and artillery range visuals in map
- Replies: 2
- Views: 1281
Better turret and artillery range visuals in map
I'll start with a picture of what it's like ingame now:
turret_ranges.png
Not only is it red, same as pollution (which was enabled to show in the screenshot) but doesn't have any borders and it almost perfectly disappears into the map itself. If i were to draw rough border on couple of them ...
turret_ranges.png
Not only is it red, same as pollution (which was enabled to show in the screenshot) but doesn't have any borders and it almost perfectly disappears into the map itself. If i were to draw rough border on couple of them ...
- Sun Sep 30, 2018 11:35 pm
- Forum: Pending
- Topic: [0.16.51] Expansion candidate chunks issue
- Replies: 2
- Views: 1067
Re: [0.16.51] Expansion candidate chunks issue
Rampant acts differently, it will periodically attempt to send attack waves. Our pollution is nowhere near them. Why none of them get to us i don't know, but it's propably due to his script. I've made sure there's enough land connections, and i keep making more with landfills.
But if you say ...
But if you say ...
- Sun Sep 30, 2018 10:52 pm
- Forum: Pending
- Topic: [0.16.51] Expansion candidate chunks issue
- Replies: 2
- Views: 1067
[0.16.51] Expansion candidate chunks issue
As you can see from the debug view, game is valuing chunks for expansion that they can't get to, as high potential 1.0.
expansion_attempts.jpg
We made a mistake generating such a ribbon world in the first place, but the aliens are giving no challenge at all even with Rampant mod. They can't send ...
expansion_attempts.jpg
We made a mistake generating such a ribbon world in the first place, but the aliens are giving no challenge at all even with Rampant mod. They can't send ...