Search found 1264 matches

by aubergine18
Sat Nov 12, 2016 10:24 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Limited Water Supply
Replies: 2
Views: 1204

Re: [Idea] Limited Water Supply

A mod exists for this but needs updating for 0.14: viewtopic.php?f=94&t=14506

Also, from vague memory of when I looked at the source code of that mod, it's not very performant and could start to cause significant lag if used lots.
by aubergine18
Sat Nov 12, 2016 10:20 pm
Forum: Modding help
Topic: Is it possible to make the Lamppost Mod by Klonan rotatable?
Replies: 2
Views: 945

Re: Is it possible to make the Lamppost Mod by Klonan rotatable?

I think you can rotate whilst placing, but not after they are placed. This is because the mod doesn't currently (last time I checked anyway) listen to the on_player_rotated_entity event. As long as the graphical sprites exist, it should be easy to update the mod to allow rotation both during and aft...
by aubergine18
Sat Nov 12, 2016 10:17 pm
Forum: Modding help
Topic: on_gui_click XOR custom_input ?
Replies: 1
Views: 702

Re: on_gui_click XOR custom_input ?

As far as I can tell the modifier keys don't raise events on their own. As for detecting right-click, etc., on a GUI element, I don't think there's any way to do that currently (because we can't work out where the mouse is in relation to GUI). Hopefully the GUI updates that might come with 0.15 bran...
by aubergine18
Thu Nov 10, 2016 8:06 pm
Forum: Modding help
Topic: Merge signals read from get_circuit_network
Replies: 5
Views: 1892

Re: Merge signals read from get_circuit_network

It would help to know what you intend to do with the merged results.

Merging in any manner would be relatively slow compared to just iterating the results of both wires.
by aubergine18
Thu Nov 10, 2016 8:04 pm
Forum: Modding discussion
Topic: Creating an event/function
Replies: 10
Views: 3183

Re: Creating an event/function

IG2, at some point you'll have to learn basics of Lua scripting. There's loads of free references online that you can use. http://lua-users.org/wiki/ControlStructureTutorial
by aubergine18
Tue Nov 08, 2016 6:12 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 388246

Re: [MOD 0.14.13+] Creative Mode 0.2.1 - Epic update!!

I normally don't bother with such image formatting, it takes too much time (I treat wiki as a wiki, not a website).
by aubergine18
Tue Nov 08, 2016 5:59 pm
Forum: Modding help
Topic: Contents of scroll-pane.style and progressbar.style
Replies: 5
Views: 1662

Re: Contents of scroll-pane.style and progressbar.style

It's not possible, although there was some discussion a while back about adding ability to determine if an element is visible within a scroll panel, and also a method to make a panel scroll to show a specified element. Not sure if that's going to happen though.
by aubergine18
Tue Nov 08, 2016 7:31 am
Forum: Ideas and Suggestions
Topic: Little Quirks
Replies: 132
Views: 42711

Re: Little Quirks

Add a short delay before player logistic requests are fullfilled +1 for this. It's the logistics equivalent annoyance of having to almost always having to set "<" on decider combinators. Which reminds me, if not already mentioned in this topic: Default mode of decider combinators should b...
by aubergine18
Tue Nov 08, 2016 7:24 am
Forum: Modding help
Topic: Contents of scroll-pane.style and progressbar.style
Replies: 5
Views: 1662

Re: Contents of scroll-pane.style and progressbar.style

Those progress bar color properties only exist in the prototypes (data.lua), not in the exposed GUI element objects you see in the game (control.lua). As far as I know, only the properties listed here and here are available from control.lua, and some of them are specific to certain types of GUI elem...
by aubergine18
Tue Nov 08, 2016 5:41 am
Forum: Ideas and Suggestions
Topic: Many suggestions after 340 hours of play
Replies: 2
Views: 1458

Re: Many suggestions after 340 hours of play

Place markers on map: https://mods.factorio.com/mods/Supercheese/Map%20Ping

What do you mean "better map quality"? Which map (game map, world map, mini map?), and how would it's quality be improved?
by aubergine18
Tue Nov 08, 2016 5:35 am
Forum: Mods
Topic: [MOD 0.12.11+] Concreted Rail Tracks
Replies: 40
Views: 41621

Re: [MOD 0.12.11+] Concreted Rail Tracks

Yakuza wrote:Any chance this will be updated to work with ver 14??
With upcoming changes to rail graphics, I doubt it's worth investing more time in this mod at present: https://www.factorio.com/blog/post/fff-163
by aubergine18
Tue Nov 08, 2016 5:32 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 388246

Re: [MOD 0.14.13+] Creative Mode 0.2.1 - Epic update!!

Tile correction, especially for water tiles adjacent to land tiles, is a bit unreliable as I found out while developing my bridges mod: https://forums.factorio.com/viewtopic.php?f=25&t=34428 There's not much that can be done about it from a modding perspective, I found that regardless of tile co...
by aubergine18
Tue Nov 08, 2016 5:08 am
Forum: Implemented mod requests
Topic: GUI Element type: Window
Replies: 13
Views: 5906

Re: GUI Element type: Window

+1 for this. Alternatively, can we get ability to have custom-input shortcuts that only apply to specific GUI elements and their child elements? Maybe done via a new scope on the custom-input, such as "gui", and the GUI element would have perhaps have some way to set which scopes are appli...
by aubergine18
Tue Nov 08, 2016 5:03 am
Forum: Modding interface requests
Topic: pipes are a PITA to customise graphically
Replies: 2
Views: 1056

Re: pipes are a PITA to customise graphically

Yup. I should have closed this request some time ago; it was written at time when I was at peak of hair-pulling-out whilst modding some wooden pipes but have since got it working. The main thing that initially confused me was the seemingly random sizes of the pipe images etc., but have since wrapped...
by aubergine18
Tue Nov 08, 2016 4:54 am
Forum: Implemented mod requests
Topic: LuaEntity.get_target() + set target options
Replies: 2
Views: 1549

Re: LuaEntity.get_target() + set target options

A recent topic asking for similar stuff: viewtopic.php?f=28&t=35361
by aubergine18
Tue Nov 08, 2016 4:51 am
Forum: Implemented mod requests
Topic: Hide and disable some autoplace-controls
Replies: 2
Views: 1412

Re: Hide and disable some autoplace-controls

It seems somewhat cumbersome to have to delete all the default autoplace settings in data.raw and then create custom logic to manually create them via Lua. Likewise, it's also cumbersome to create a new surface and then have to destroy the autoplaced resources/entities (I've only scratched the surfa...
by aubergine18
Tue Nov 08, 2016 4:44 am
Forum: Implemented mod requests
Topic: Simple-Force-Entity
Replies: 17
Views: 5232

Re: Simple-Force-Entity

Awesome! Assuming there are no examples of these entities being used in the vanilla prototypes, would it be possible to get a list of the properties they support (or the properties they add, compared to simple-entity)?
by aubergine18
Tue Nov 08, 2016 4:42 am
Forum: Ideas and Requests For Mods
Topic: [Request] Filter small pumps
Replies: 5
Views: 1821

Re: [Request] Filter small pumps

Apparently, with some careful engineering, it is possible to have a pipe network handle multiple liquids (but only one liquid at a time): viewtopic.php?f=8&t=35683
by aubergine18
Tue Nov 08, 2016 4:31 am
Forum: Modding discussion
Topic: Anti-piracy for mods? No, community is more important
Replies: 24
Views: 28288

Re: Anti-piracy for mods? No, community is more important

All my modding is open source, and will remain that way. I certainly don't want to start putting shite in to my mods just to pander to an obsolete socioeconomic paradigm. Piracy isn't really the issue here - people who pirate the software aren't going to pay for it, regardless of what is done to try...

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