Search found 1822 matches

by Nexela
Thu Jun 06, 2019 2:59 am
Forum: Won't implement
Topic: LuaEntity::teleport(position, surface, allow_fluid_mixing)
Replies: 1
Views: 341

LuaEntity::teleport(position, surface, allow_fluid_mixing)

Skips any fluid mixing checks when teleporting something. (also would apply to can_teleport if that gets added)
by Nexela
Thu Jun 06, 2019 2:55 am
Forum: Modding interface requests
Topic: LuaEntity::can_teleport(pos, surface)
Replies: 5
Views: 829

LuaEntity::can_teleport(pos, surface)

LuaEntity::can_teleport(position, surface)

Checks if the entity can be teleported to the pos/surface without actually moving the entity.
by Nexela
Thu Jun 06, 2019 1:02 am
Forum: Resolved Problems and Bugs
Topic: Bug with factorio.com/buy
Replies: 1
Views: 378

Bug with factorio.com/buy

The confirmation box when selecting steam key option at factorio.com/buy is cut off (at least on lower resolutions 1366x768) Screenshot from 2019-06-05 20-59-16.png Screenshot from 2019-06-05 20-57-46.png As you can see the bottom buttons are cut off, if you try and enter an invalid email they disap...
by Nexela
Tue Jun 04, 2019 4:27 am
Forum: Modding interface requests
Topic: Build_from_cursor skipFlipDirectionLogic
Replies: 1
Views: 416

Build_from_cursor skipFlipDirectionLogic

When using build_from_cursor on underground_belts things get all cattywampus and flipped around and reversed. Would it be possible to add belt_to_ground_type and loader_type to the list of build_from_cursor_params.
by Nexela
Sun Jun 02, 2019 11:35 pm
Forum: Modding discussion
Topic: Fixing data stage spam
Replies: 39
Views: 3753

Re: Fixing data stage spam

I would love a write_file() in the data stage and I wouldn't have to log!
by Nexela
Sat Jun 01, 2019 5:57 pm
Forum: Modding help
Topic: Accessing "ghost" circuit connections
Replies: 12
Views: 1005

Re: Accessing "ghost" circuit connections

I did miss that part, in that case you need spill = false

spill :: boolean (optional): If false while fast_replace is true and player is nil any items from fast-replacing will be deleted instead of dropped on the ground.
by Nexela
Sat Jun 01, 2019 3:34 pm
Forum: Modding help
Topic: Accessing "ghost" circuit connections
Replies: 12
Views: 1005

Re: Accessing "ghost" circuit connections

The info is currently not accessible from Lua. You should be able to work around your problem by making your entities fast-replaceable of each other and then instead of destroying the placeholder, fastreplacing it with your real entity. I had a similar situation the other day and the problem i had ...
by Nexela
Sat Jun 01, 2019 4:25 am
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 30796

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

Use negative numbers!

Code: Select all

Event.register(-32, function(e)
  game.print('every 32nd tick')
  end
by Nexela
Wed May 29, 2019 1:45 am
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 40112

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

Blame theStaplerGun!!!!!!!!!!!!!

Hopefully will get a fix out for it soon but until then it is just spammy :P
by Nexela
Sat Apr 20, 2019 5:14 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 40112

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

The plus and minus keys on the keyboard are the default for adjusting it
by Nexela
Wed Mar 13, 2019 12:55 am
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 40112

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

Dolly moving areas may get added/completed in the future, for now cut/pasting an area comes close. I will probably change the default zapper keybind as it is less useful in .17 Picker Notes contains the sticky notes, it is planned to be completed at some point :p hopefully soon Picker PipeTools is w...
by Nexela
Thu Feb 28, 2019 3:35 am
Forum: Implemented mod requests
Topic: Lua API for toggling personal roboport/exoskeletons
Replies: 1
Views: 322

Lua API for toggling personal roboport/exoskeletons

As the subject says, an lua API for toggling personal roboport/exoskeletons.

Thank you!!!!!!
by Nexela
Sun Jan 20, 2019 2:50 am
Forum: Modding help
Topic: How to prevent a player from dropping items over a transport belt?
Replies: 3
Views: 403

Re: How to prevent a player from dropping items over a transport belt?

PhilBeaudoin wrote:
Sat Jan 19, 2019 9:26 pm
Still probably worth looking into why the event is not fired when dropping on a transport belt.
That is by design and has to do with happens to an item that is put on a transport belt
by Nexela
Sat Jan 19, 2019 3:44 pm
Forum: Modding help
Topic: How to prevent a player from dropping items over a transport belt?
Replies: 3
Views: 403

Re: How to prevent a player from dropping items over a transport belt?

Use the permissions system to disable dropping items?
defines.input_action.drop_item
by Nexela
Thu Jan 10, 2019 12:13 am
Forum: Implemented mod requests
Topic: Allow enter-key for confirming dialogs
Replies: 11
Views: 1691

Re: Allow enter-key for confirming dialogs

Most programs with multi line text boxes use CTRL+ENTER to send it, would it be viable to add this combination to multiline boxes?
by Nexela
Sat Dec 15, 2018 4:27 pm
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 74629

Re: [0.12] Bugs, crashes & other issues

That is probably related to inventory sorting, I'll add an issue on picker to take a peek at it
by Nexela
Thu Dec 13, 2018 11:57 pm
Forum: Modding help
Topic: Mod syntax error, can't figure out why
Replies: 3
Views: 521

Re: Mod syntax error, can't figure out why

- is a special character in lua, to use it as a key it needs to be quoted

a.one is the same as a['one']

but

a.two-three has a special character in the key string so it has to be quoted otherwise it tries to subtract a.two and the (possibly nil) variable three. a['two-three']
by Nexela
Thu Dec 13, 2018 11:53 pm
Forum: Ideas and Suggestions
Topic: Move runtime-global mod settings to Map generator
Replies: 6
Views: 910

Re: Move runtime-global mod settings to Map generator

@rseding, You are thinking from inside out. not outside in. In a NEW game the runtime-global settings (and user) are set to whatever is set when edited from the main menu (or default) Changing these settings FROM the main menu then loading an existing game doesn't change the current maps value. I as...
by Nexela
Wed Nov 07, 2018 1:57 am
Forum: Resolved Problems and Bugs
Topic: 0.16.51 - Multiple entities on same position not found by API call
Replies: 5
Views: 1859

Re: 0.16.51 - Multiple entities on same position not found by API call

I believe this is fixed for .17 with 0 sized bounding boxes

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