Search found 94 matches

by Avacado
Mon Jul 23, 2018 5:29 pm
Forum: Mods
Topic: [MOD 0.16.x] Whistle Stop Factories
Replies: 105
Views: 39256

Re: [MOD 0.16.x] Whistle Stop Factories

@eradicator I could gain control by limiting the machines to just one module and the have special modules like you suggest. One problem is the player would still need to run around to each machine across their giant railworld to place the modules, which seems like a pain. I could also have the tech ...
by Avacado
Mon Jul 23, 2018 3:29 pm
Forum: Mods
Topic: [MOD 0.16.x] Whistle Stop Factories
Replies: 105
Views: 39256

Re: [MOD 0.16.x] Whistle Stop Factories

I've found 2 oil refineries on separate maps upgrade from earlier versions of the mod and when I click on them to assign a recipe like with other objects, I get a message about no recipes being available. @wolfram74, I fixed an issue related to this in 0.1.1. Please try upgrading to 0.1.1 and then ...
by Avacado
Sun Jul 22, 2018 12:44 pm
Forum: Mods
Topic: [MOD 0.16.x] Whistle Stop Factories
Replies: 105
Views: 39256

Re: [MOD 0.16.x] Whistle Stop Factories

Thanks for the info, didn't know about default zoom either. Why half the factor? By my reasoning it should be the full factor, which didn't end up working, so I made manual adjustments, but I'm now realizing that at least one of the reasons it didn't work might be because of reused table references ...
by Avacado
Sun Jul 22, 2018 11:55 am
Forum: Mods
Topic: [MOD 0.16.x] Whistle Stop Factories
Replies: 105
Views: 39256

Re: [MOD 0.16.x] Whistle Stop Factories

I don't have much experience with graphics and graphics programs, but would I just zoom in all the way and then take a screenshot? I might try that mod though.

I tried using the hr version for both versions, but hit some resolution limit for the normal version where it wouldn't let me.
by Avacado
Sun Jul 22, 2018 4:41 am
Forum: Mods
Topic: [MOD 0.16.x] Whistle Stop Factories
Replies: 105
Views: 39256

Re: [MOD 0.16.x] Whistle Stop Factories

@gear1989 The issue is I didn't use a proper graphics shift for high resolution. It is a graphical glitch that doesn't affect gameplay. I'll be able to fix that in the next patch in the next couple of days, since I need to wait to get access to a better computer and the process for getting the right...
by Avacado
Sat Jul 21, 2018 2:01 pm
Forum: Mods
Topic: [MOD 0.16.x] Whistle Stop Factories
Replies: 105
Views: 39256

Re: [MOD 0.16.x] Whistle Stop Factories

Could you provide a list of your mods? You can paste in your mods.json if that is easier.
by Avacado
Fri Jul 20, 2018 9:25 pm
Forum: Mods
Topic: [MOD 0.16.x] Whistle Stop Factories
Replies: 105
Views: 39256

Re: [MOD 0.16.x] Whistle Stop Factories

Just released a big patch I've been working on for version 0.1.0: Version: 0.1.0 Changes: - Added Oil Refinery (rare) - Setting recipes now automatically creates map tags with the item's icon (can be disabled) - Big factories now spawn on the 2x2 grid to match blueprints that have rails - Balanced p...
by Avacado
Fri Jul 20, 2018 5:06 pm
Forum: Modding interface requests
Topic: On_recipe_change event
Replies: 3
Views: 1168

On_recipe_change event

I've added a feature in my mod which creates a map tag over each machine for its current recipe. Currently I have a nth_tick event that scans all the machines against a list of their previous recipes to see if any have changed. It would be more convenient and hopefully computationally cheaper if the...
by Avacado
Fri Jul 20, 2018 4:52 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 43256

Re: Simple property requests (something that exists but has no way to read/write it)

Runtime API read access to:

LuaRecipePrototype.main_product

to help identify what image a recipe is using during runtime. Thanks!
by Avacado
Fri Jul 20, 2018 2:58 pm
Forum: Modding help
Topic: scale_entity_info_icon not in docs, and shifting info icon?
Replies: 10
Views: 2079

Re: scale_entity_info_icon not in docs, and shifting info icon?

@eradicator Yeah, you're right, I misread it as centered in the center of the collision box, and my experiments reflected that (I, for example, changing the -y to half the value, which didn't move the icon), but the visual explained it really well. That also explains the need for migration, which I ...
by Avacado
Fri Jul 20, 2018 2:02 pm
Forum: Modding help
Topic: scale_entity_info_icon not in docs, and shifting info icon?
Replies: 10
Views: 2079

Re: scale_entity_info_icon not in docs, and shifting info icon?

@Bilka, Crafting machine wasn't one of the places I manually looked (though in retrospect it maybe should've been), and when I searched "info_icon" on the wiki it returned no results, though now I see if I search the entire thing "scale_entity_info_icon" I do get results. Why is ...
by Avacado
Fri Jul 20, 2018 2:50 am
Forum: Modding help
Topic: scale_entity_info_icon not in docs, and shifting info icon?
Replies: 10
Views: 2079

scale_entity_info_icon not in docs, and shifting info icon?

I'm using scale_entity_info_icon = true in my entities (makes the recipe icon bigger for my giant 17x17 assembly machines), which appears to be missing from the documentation (I can't find it in on either lua-api.factorio.com or in the wiki under entity prototypes, so maybe it is missing from those?...
by Avacado
Thu Jul 19, 2018 11:55 pm
Forum: Mods
Topic: [MOD 0.16.x] Whistle Stop Factories
Replies: 105
Views: 39256

Re: [MOD 0.16.x] Whistle Stop Factories

I was wondering if you had any plans to allow players to build their own large factories, much like DellAquila's The Big Furnace or Circuit Factory? I think it would make for a very interesting alternative path for mass production, particularly if big factories are tiered around the complexity of t...
by Avacado
Tue Jul 17, 2018 1:40 am
Forum: Modding help
Topic: Furnaces and Assembly machines only rotate if fluid recipe
Replies: 3
Views: 1545

Re: Furnaces and Assembly machines only rotate if fluid recipe

I started adding animation coding for each of the different directions, but when that doesn't work I realized that the Oil Refinery also doesn't rotate when the fluidboxes are turned off, so I guess it is time to add a fluidbox to my furnace.
by Avacado
Mon Jul 16, 2018 11:37 pm
Forum: Modding help
Topic: Furnaces and Assembly machines only rotate if fluid recipe
Replies: 3
Views: 1545

Re: Furnaces and Assembly machines only rotate if fluid recipe

I've done some more digging and part of the problem is the entity isn't actually being rotated (the .direction isn't changing). So if I did any sort of virtual "rotation" it would put the actual entities .direction out of sync with the entities actual state (which would dictate the rotatio...
by Avacado
Mon Jul 16, 2018 9:09 pm
Forum: Modding help
Topic: Furnaces and Assembly machines only rotate if fluid recipe
Replies: 3
Views: 1545

Furnaces and Assembly machines only rotate if fluid recipe

I'm the author of Whistle Stop Factories , and I'm trying to get the loaders under the big factories to rotate along with the structure. I've run into a few problems, but the last one is that unless an assembly machine has a fluid recipe, the on_player_rotated_entity event doesn't fire. And for the ...
by Avacado
Sun Jul 15, 2018 2:58 am
Forum: Modding help
Topic: Issues checking for ore in on_chunk, for later acting mods
Replies: 13
Views: 2716

Re: Issues checking for ore in on_chunk, for later acting mods

@nth_tick: sadly there's no documentation on event order. https://lua-api.factorio.com/latest/defines.html#defines.events isn't sorted alphabetically so it *might* be the order. Or it might not. I posted a request for explanation. Maybe we're lucky and it's not "the order changes too often, do...
by Avacado
Sat Jul 14, 2018 2:57 pm
Forum: Modding help
Topic: Issues checking for ore in on_chunk, for later acting mods
Replies: 13
Views: 2716

Re: Issues checking for ore in on_chunk, for later acting mods

I consider adding dependencies the right approach. Yes, some new mods can add new stuff. But the new-release-frequency of mods that spawn ores in on_chunk_generated should be pretty low. I'd assume most do it either via RSO (which is solved by dependency) or via normal autoplace, (which should occu...
by Avacado
Fri Jul 13, 2018 11:46 pm
Forum: Modding help
Topic: Issues checking for ore in on_chunk, for later acting mods
Replies: 13
Views: 2716

Issues checking for ore in on_chunk, for later acting mods

I wrote Whistle Stop Factories , which spawns giant factories in the wild using on_chunk_generated. One of the features I'd like my mod to have is to not spawn on ores (my factories can't be moved, so they'd potentially prevent access to the ores unless someone were to want to destroy the factory). ...
by Avacado
Fri Jul 13, 2018 9:28 pm
Forum: Mods
Topic: [MOD 0.16.x] Whistle Stop Factories
Replies: 105
Views: 39256

Re: [MOD 0.16.x] Whistle Stop Factories

My current plan (and the one that I'm working on coding) is to make the random chance of spawning each structures change over time as more buildings are spawned. Initially it'll target a certain distribution and slowly change as more buildings are spawned. The advantages of this approach is I don't ...

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