Search found 1264 matches

by aubergine18
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 ...
by aubergine18
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
by aubergine18
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...
by aubergine18
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...
by aubergine18
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.
by aubergine18
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

Rseding91 wrote:My question is: is that still useful?
Yes :)
by aubergine18
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!!
by aubergine18
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.
by aubergine18
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 ...
by aubergine18
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.
by aubergine18
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...
by aubergine18
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]
by aubergine18
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.
by aubergine18
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.
by aubergine18
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.
by aubergine18
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.
by aubergine18
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?
by aubergine18
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?
by aubergine18
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.

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