Search found 1264 matches
- Wed Feb 01, 2017 10:14 pm
- Forum: Modding interface requests
- Topic: [Request] GuiElement - user data field
- Replies: 6
- Views: 2587
Re: [Request] GuiElement - user data field
Maybe a very simple .metadata field which could contain a string or a number (but not tables, as that would open can of worms should other mods try and read a table that contains references to original mod). I tried the approach of using non-visible GUI elements but found this to be undesirable, in ...
- Wed Feb 01, 2017 10:04 pm
- Forum: Won't implement
- Topic: Destination inventory for on_picked_up_item
- Replies: 6
- Views: 1846
Re: Destination inventory for on_picked_up_item
@Sirenfal see if this code is any help - I was mainly interested in when an item was dropped rather than picked up, but it could be refactored to work the other way, ie. when something is picked up.
viewtopic.php?p=213673#p213673
viewtopic.php?p=213673#p213673
- Wed Feb 01, 2017 9:58 pm
- Forum: Modding interface requests
- Topic: Custom "operate" UI for Entities
- Replies: 8
- Views: 2989
Re: Custom "operate" UI for Entities
+1 Would love this feature. Currently we have to do a bit of crazy stuff, primarily checking every few ticks to see if player has opened an entity or selected one, and even then we can't remove the default UI for our custom entities. An alternate is to define custom-input and when triggered check to...
- Wed Feb 01, 2017 9:47 pm
- Forum: Implemented mod requests
- Topic: .15 Request for Consistent event names
- Replies: 7
- Views: 3544
Re: .15 Request for Consistent event names
+1 In particular, it should be possible to do this in a way that retains backwards compatibility - simply add the new event names to data.defines.events with the same numeric ID as the existing events. This way existing mods won't break (the docs could state that the old names are deprecated but ult...
- Wed Feb 01, 2017 9:45 pm
- Forum: Implemented mod requests
- Topic: on_command_finshed event
- Replies: 4
- Views: 2094
Re: on_command_finshed event
Such an event would facilitate custom waypoints / patrols, eg. for AI automated vehicles.
- Wed Feb 01, 2017 4:20 pm
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 62546
Re: [0.15] Mod setting/config interface - give your input
YesRseding91 wrote:My question is: is that still useful?
- Thu Jan 12, 2017 1:38 am
- Forum: Modding discussion
- Topic: 0.15 modding related changelog as of March 6, 2017
- Replies: 38
- Views: 13274
Re: 0.15 modding related changelog as of January 7, 2017
Full of awesome win! As always!!
- Fri Dec 30, 2016 6:35 pm
- Forum: Modding help
- Topic: Layers of perspective ???
- Replies: 6
- Views: 2352
Re: Layers of perspective ???
Did you ever find solution to your problem? I have similar issue when using underground pipes for wooden bridges - I was unable to get the pipe end to be on the bottom (ground) layer.
- Fri Dec 30, 2016 6:33 pm
- Forum: Modding help
- Topic: Work on the gui of an entity
- Replies: 5
- Views: 1138
Re: Work on the gui of an entity
You can detect when an entity is opened via http://lua-api.factorio.com/latest/LuaControl.html#LuaControl.opened But there's no way to get a handle to the GUI or change it's contents. Some "workarounds" exist. For example, you can mod an item that doesn't have a GUI and then use .selected ...
- Thu Dec 29, 2016 9:01 pm
- Forum: Implemented mod requests
- Topic: Customizable technology effect
- Replies: 3
- Views: 1832
Re: Customizable technology effect
This would be really useful for techs that are used purely to trigger updates in mod internal state rather than giving new recipies etc.
- Wed Dec 28, 2016 8:48 pm
- Forum: Modding help
- Topic: for i=1,#table a lot slower than for k,v in pairs (table)?
- Replies: 12
- Views: 4185
Re: for i=1,#table a lot slower than for k,v in pairs (table)?
Just adding to the point made in some posts above about the tables not being normal Lua tables - this affects all aspects of the LuaCustomTable concept, including #, pairs, etc. The values in the table are only converted from C to Lua at time of access, and as far as I know aren't cached. So whereve...
- Wed Dec 28, 2016 8:32 pm
- Forum: Modding help
- Topic: remote.call only returns one value
- Replies: 6
- Views: 2234
Re: remote.call only returns one value
Currently you have to use a table if you want multiple return values (put them in a table as named or numerically indexed values).
Code: Select all
-- in remote function
return { count, "Job done." }
-- in calling function:
local ret = remote.call( ..... )
local jobCount, report = ret[0], ret[1]
- Wed Dec 28, 2016 8:22 pm
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 62546
Re: [0.15] Mod setting/config interface - give your input
As others have said, some sort of enum setting for drop-downs would be superb. On-screen text would be localised enum keys.
Options could be defined as numeric array: { "opt1", "opt2", ... }
Default selection would be first item in array.
Options could be defined as numeric array: { "opt1", "opt2", ... }
Default selection would be first item in array.
- Mon Dec 19, 2016 3:02 pm
- Forum: Modding help
- Topic: Manage cable and wire visibilities
- Replies: 2
- Views: 1052
Re: Manage cable and wire visibilities
It's not currently possible to have invisible wires, or add new types of wire, etc.
- Sun Dec 04, 2016 11:03 pm
- Forum: Implemented mod requests
- Topic: Cause a player to open an entity
- Replies: 5
- Views: 1787
Re: Cause a player to open an entity
As far as I can tell there's no way to do it - to either open or close an entity.
- Sun Dec 04, 2016 10:49 pm
- Forum: Modding help
- Topic: Armor visibility
- Replies: 4
- Views: 1206
Re: Armor visibility
Yes, it's definitely a property of the player. There are multiple sprite sheet definitions in the player prototype, and you can associate specific sprite sheet with one or more armours. That way, when player equips one of those armours, a different sprite sheet is used for the player entity.
- Sun Dec 04, 2016 10:47 pm
- Forum: Modding help
- Topic: Custom metadata associated with an item
- Replies: 4
- Views: 1769
Re: Custom metadata associated with an item
Also there was talk of merging damaged items in inventory (to reduce number of slots taken) which would break the factorissimo approach.
Only other thing I can think of is to experiment with "item with label" and see if that might work?
Only other thing I can think of is to experiment with "item with label" and see if that might work?
- Sun Dec 04, 2016 10:45 pm
- Forum: Modding help
- Topic: (SOLVED) Where is program that define mechanics of Biter?
- Replies: 3
- Views: 1338
Re: (SOLVED) Where is program that define mechanics of Biter?
You mean something like this mod? https://mods.factorio.com/mods/binbinhfr/Megamind
- Sun Dec 04, 2016 10:43 pm
- Forum: Modding help
- Topic: Smoke With Trigger Error
- Replies: 4
- Views: 1212
Re: Smoke With Trigger Error
Maybe there's a default non-zero fade_in duration?
- Sun Dec 04, 2016 10:41 pm
- Forum: Modding help
- Topic: custom input fails
- Replies: 5
- Views: 1709
Re: custom input fails
Did you use "M" or "SHIFT + M" ?
Also, check that you event handler is using the correct name as defined in the custom-input prototype.
Also, check that you event handler is using the correct name as defined in the custom-input prototype.