Title changed to be easily understandable.
Would it be possible to set skipFlipDirectionLogic when using build_from_cursor Either by default or as a parameter
Search found 1828 matches
- Thu Jun 13, 2019 12:18 am
- Forum: Modding interface requests
- Topic: Build_from_cursor skipFlipDirectionLogic
- Replies: 1
- Views: 935
- Wed Jun 12, 2019 10:42 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 64152
Re: [MOD 0.12.26] Picker: Easily select items from inventory
When I hover over ghost with a non-ghost in my hand it places it in place, which is nice. However underground pipes aren't being placed with the proper orientation, it looks like they all get the orientation of the first one I place. It's on my ToFix list. Might possibly need a similar hack like I ...
- Wed Jun 12, 2019 10:40 pm
- Forum: Modding interface requests
- Topic: Default Toggle State for shortcuts.
- Replies: 0
- Views: 692
Default Toggle State for shortcuts.
As the title states, A default toggle state for shortcuts that is set when the shortcut becomes available.
- Wed Jun 12, 2019 12:15 am
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 64152
Re: [MOD 0.12.26] Picker: Easily select items from inventory
... Almost everything He said!!!!! I might have to hire him for the Picker Public Relations team. I do recommend Picker Tweaks. Most of the Cheaty stuff is set to factorio default, or not so crazy values. However it does add some nice QOL of tweaks that I don't believe change the game enough to cou...
- Sat Jun 08, 2019 5:09 pm
- Forum: Modding interface requests
- Topic: LuaEntity::can_teleport(pos, surface)
- Replies: 5
- Views: 1858
Re: LuaEntity::can_teleport(pos, surface)
Yeah after posting and thinking it through some more it wasn't teleport that was the total issue it was can_place_entity. can_teleport would still be nice, but can_place needs the ignore entity check
Does nobody report bugs!!!!!!1111111one I'll fix the py thingie
Does nobody report bugs!!!!!!1111111one I'll fix the py thingie
- Thu Jun 06, 2019 11:34 pm
- Forum: Modding interface requests
- Topic: LuaEntity::can_teleport(pos, surface)
- Replies: 5
- Views: 1858
Re: LuaEntity::can_teleport(pos, surface)
Picker dollies I could fail a lot earlier on things that can't be teleported without having to restore everything, Mostly on stuff with fluidboxes that can't be mixed. And this gave me another idea! it should also return true if the only thing stopping it from teleporting to that position is itself....
- Thu Jun 06, 2019 2:59 am
- Forum: Won't implement
- Topic: LuaEntity::teleport(position, surface, allow_fluid_mixing)
- Replies: 1
- Views: 776
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)
- Thu Jun 06, 2019 2:55 am
- Forum: Modding interface requests
- Topic: LuaEntity::can_teleport(pos, surface)
- Replies: 5
- Views: 1858
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.
Checks if the entity can be teleported to the pos/surface without actually moving the entity.
- Thu Jun 06, 2019 1:02 am
- Forum: Resolved Problems and Bugs
- Topic: Bug with factorio.com/buy
- Replies: 1
- Views: 764
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...
- Tue Jun 04, 2019 4:27 am
- Forum: Modding interface requests
- Topic: Build_from_cursor skipFlipDirectionLogic
- Replies: 1
- Views: 935
Build_from_cursor skipFlipDirectionLogic
- Sun Jun 02, 2019 11:35 pm
- Forum: Modding discussion
- Topic: Fixing data stage spam
- Replies: 39
- Views: 10207
Re: Fixing data stage spam
I would love a write_file() in the data stage and I wouldn't have to log!
- Sat Jun 01, 2019 5:57 pm
- Forum: Modding help
- Topic: Accessing "ghost" circuit connections
- Replies: 12
- Views: 2844
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.
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.
- Sat Jun 01, 2019 3:34 pm
- Forum: Modding help
- Topic: Accessing "ghost" circuit connections
- Replies: 12
- Views: 2844
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 ...
- 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: 46562
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
- Wed May 29, 2019 1:45 am
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 64152
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
Hopefully will get a fix out for it soon but until then it is just spammy
- Wed May 08, 2019 2:04 am
- Forum: Won't implement
- Topic: Protect game tables and Lua libraries during data stage
- Replies: 10
- Views: 2191
Re: Protect game tables and Lua libraries during data stage
Seconded! for debug at least.
- Sat Apr 20, 2019 5:14 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 64152
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
- Wed Mar 13, 2019 12:55 am
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 64152
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...
- Thu Feb 28, 2019 3:35 am
- Forum: Implemented mod requests
- Topic: Lua API for toggling personal roboport/exoskeletons
- Replies: 1
- Views: 756
Lua API for toggling personal roboport/exoskeletons
As the subject says, an lua API for toggling personal roboport/exoskeletons.
Thank you!!!!!!
Thank you!!!!!!
- 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: 998
Re: How to prevent a player from dropping items over a transport belt?
That is by design and has to do with happens to an item that is put on a transport beltPhilBeaudoin wrote: ↑Sat Jan 19, 2019 9:26 pmStill probably worth looking into why the event is not fired when dropping on a transport belt.