Search found 1828 matches

by Nexela
Sat Feb 17, 2018 4:12 am
Forum: Implemented mod requests
Topic: Please add table_type to LuaEntity and LuaPlayer
Replies: 21
Views: 5184

Re: Please add table_type to LuaEntity and LuaPlayer

quyxkh wrote:ugly but efficient hack: lua strings are atoms, equality testing is just pointer testing, test the help() string.

Code: Select all

    if entity.help() == stored_player_help then 
Trying that in x=1,1000 loops says it's dirt cheap.
This hack wins the interwebs :)
by Nexela
Sat Feb 17, 2018 4:11 am
Forum: Implemented mod requests
Topic: Please add table_type to LuaEntity and LuaPlayer
Replies: 21
Views: 5184

Re: Please add table_type to LuaEntity and LuaPlayer

I see now, interesting. How expensive is pcall as far as performance goes compared to directly calling a function? I have been warned away from using errors as control flow, but in this case it may be your best option. I did some quick tests, and pcall with an error seems to take about 40 microseco...
by Nexela
Wed Feb 14, 2018 4:47 am
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 46610

Re: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0

Data-library is the currently in development branch and is very much wip and data-library-wip is/was the OMG I am breaking things every time I type branch. (Actually I only did this branch because symlinks and I didn't want to update a bunch of mods until I was mostly done with it) Most data-library...
by Nexela
Thu Feb 08, 2018 5:28 am
Forum: Technical Help
Topic: Desync issues and map download speed issues, help!
Replies: 6
Views: 1725

Re: Desync issues and map download speed issues, help!

Desync is caused by research progress frame. Feel free to remove that mod and set it on fire.
by Nexela
Tue Feb 06, 2018 12:12 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 226108

Re: [MOD 0.12.x] Autofill

It is a lack of time / still broken kind of thing.
by Nexela
Tue Feb 06, 2018 12:01 am
Forum: Modding discussion
Topic: LuaPlayer.can_place_entity wrong number of args
Replies: 4
Views: 1706

Re: LuaPlayer.can_place_entity wrong number of args

What bob i saying is..... If the only argument passed to a function is a literal string or literal table, the parenthesis can be omitted

function "string-arg"
function {}

is the same as

function("string-arg")
function({})
by Nexela
Sat Feb 03, 2018 11:11 pm
Forum: Not a bug
Topic: [16.22] Desync in scenario
Replies: 4
Views: 1265

Re: [16.22] Desync in scenario

The second, if you initialize global variable this way, it will be reinitialized for anyone who joins the multiplayer. You need to initialize your global in on_init event. Assuming "if you initilize global variable this way" means from your example _G.global[v] = blah in multiplayer decla...
by Nexela
Sat Feb 03, 2018 11:01 pm
Forum: Ideas and Suggestions
Topic: make 'mode of operation' more clear in GUI
Replies: 4
Views: 1218

Re: make 'mode of operation' more clear in GUI

I agree The two buttons for circuit/logic should have a green background when connected to wires/ connected to network.
by Nexela
Sat Feb 03, 2018 2:27 am
Forum: Angels Mods
Topic: Gas Trains can Load Liquids?
Replies: 2
Views: 1422

Re: Gas Trains can Load Liquids?

A gas and a liquid are both fluids. a storage tank holds fluids. The only way to "fix" this would be a different tanker for every fluid which isn't feasible.
by Nexela
Tue Jan 30, 2018 5:44 am
Forum: Modding help
Topic: How do dynamically (un)registered event handlers behave?
Replies: 2
Views: 927

Re: How do dynamically (un)registered event handlers behave?

It is truly unregistered and gone. And can lead to desyncs in multiplayer if not handled correctly. You need to make sure to have a control variable in global and register in on_load if needed. some_func = blah on_load -> if global.some_var then on_tick = some_func on_some_event -> global.some_var =...
by Nexela
Mon Jan 29, 2018 1:37 am
Forum: Modding help
Topic: How to create an infinite chest and set him a filter?
Replies: 3
Views: 7603

Re: How to create an infinite chest and set him a filter?

Code: Select all

/c game.surfaces[1].create_entity{    name = "infinity-chest", position = {game.player.position.x+3, game.player.position.y},    force=game.player.force }  }.set_infinity_filter(1, "iron-plate")
by Nexela
Sun Jan 28, 2018 7:34 am
Forum: Modding help
Topic: data.raw["recipe"] does not exist
Replies: 6
Views: 2325

Re: data.raw["recipe"] does not exist

settings.lua is a special file ran in the settings stage which is before the data stage, Simply rename this file (and where it is required from) to something else.
by Nexela
Sun Jan 28, 2018 6:57 am
Forum: Modding help
Topic: data.raw["recipe"] does not exist
Replies: 6
Views: 2325

Re: data.raw["recipe"] does not exist

Somewhere before the fluid code then you must be doing data.raw = {} ?

You will have to package everything up so we can take a look
by Nexela
Sun Jan 28, 2018 6:48 am
Forum: Modding help
Topic: data.raw["recipe"] does not exist
Replies: 6
Views: 2325

Re: data.raw["recipe"] does not exist

Post the whole code, or at least the whole code that adds the fluid.
by Nexela
Sun Jan 28, 2018 12:20 am
Forum: Modding help
Topic: Issues linking Recipt
Replies: 1
Views: 577

Re: Issues linking Recipt

you have an entity (car) and a recipe, you don't have an item.
by Nexela
Thu Jan 25, 2018 6:23 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64162

Re: [MOD 0.12.26] Picker: Easily select items from inventory

That is a hard crash of the game (still probably related to me doing something wrong though)
by Nexela
Thu Jan 25, 2018 3:49 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 226108

Re: [MOD 0.12.x] Autofill

Lots of things are currently still broken and on my too fix list as soon as time permits!
by Nexela
Sat Jan 20, 2018 2:36 am
Forum: Modding help
Topic: Mod-added logistic storage chest not getting filter in GUI
Replies: 2
Views: 859

Re: Mod-added logistic storage chest not getting filter in GUI

logistic_slots_count = 1

needs to be set on your prototype for the filter gui to show up.
by Nexela
Mon Jan 15, 2018 6:14 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 156620

Re: [MOD 0.16] Miniloader

Nanobots raises the on_built_entity event instead of the on_robot_built_entity. Since this is the event for a player building something, and it's normally impossible for a player to build an entity that is already connected to a circuit network or with circuit conditions set This was a toss up at t...
by Nexela
Mon Jan 15, 2018 5:49 am
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64162

Re: [MOD 0.12.26] Picker: Easily select items from inventory

Would you consider adding a remote interface to allow mods to opt-out from the dolly functionality? For miniloaders, which are multiple entities, one of the inserters is the selectable entity, so it can be circuit connected. The inserter can be teleported, and so PickerExtended does, but the belt c...

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