Search found 253 matches

by DedlySpyder
Sat Mar 18, 2017 4:17 am
Forum: Not a bug
Topic: Surface.find_non_colliding_position() and Water
Replies: 0
Views: 545

Surface.find_non_colliding_position() and Water

I'm not sure if this is a bug or working as intended, but while calling find_non_colliding_position() for a player entity it just returned the given position over water as though it wasn't colliding with it.


EDIT: Ignore me, not waiting for chunk gen.
by DedlySpyder
Thu Mar 16, 2017 10:03 pm
Forum: Ideas and Requests For Mods
Topic: "The first one is free", A simple fix for 'trash' items
Replies: 11
Views: 4838

Re: "The first one is free", A simple fix for 'trash' items

Here ya go.

Should work in multiplayer and work fine with other mods that mess with the main inventory (from my end of things at least).

There's just a main inventory change event, so just hooking into that made it easy. Kept it at just #types.
by DedlySpyder
Wed Mar 15, 2017 7:43 pm
Forum: Ideas and Requests For Mods
Topic: "The first one is free", A simple fix for 'trash' items
Replies: 11
Views: 4838

Re: "The first one is free", A simple fix for 'trash' items

You may be looking for types +1, btw, not sure if you can even pick an item up if your inventory is full.
by DedlySpyder
Wed Mar 08, 2017 8:47 pm
Forum: Ideas and Requests For Mods
Topic: Grief detection: tile placement/damage/removal logging?
Replies: 2
Views: 1526

Re: Grief detection: tile placement/damage/removal logging?

The only action that factorio let's modders do is create a file in a set directory. As for logging the information, we can't access who killed an entity until 0.15.
by DedlySpyder
Mon Mar 06, 2017 10:16 pm
Forum: Modding help
Topic: Is it a way to show all items IDs in game instead of names?
Replies: 5
Views: 14545

Re: Is it a way to show all items IDs in game instead of names?

I think OP wants the names before being localized. If so, run the following in the ingame console and look for "item_names.txt" in [factorio install]/script-output /c for name, _ in pairs(game.item_prototypes) do; game.write_file("item_names.txt", name.."\n", true); end
by DedlySpyder
Wed Feb 22, 2017 5:38 pm
Forum: Ideas and Requests For Mods
Topic: New Mod to make life... ...different
Replies: 10
Views: 3832

Re: New Mod to make life... ...different

Just wondering, but why? Sounds like it would just make mining ore much more tedious because you could only mine around the edges
by DedlySpyder
Wed Nov 23, 2016 5:40 pm
Forum: Modding help
Topic: Manual: balance load in on_tick
Replies: 17
Views: 3889

Re: Manual: balance load in on_tick

It seems factorio performance behaves similar, but the effects are neglectably small. For Inventory Sensor 1.1.3 i changed every possible for pairs to for i, #table and table.insert to table[#table+1] performance only went up by 0.06 UPS at best on my test map and oddly enough stayed exactly the sa...
by DedlySpyder
Mon Oct 24, 2016 2:52 pm
Forum: Modding discussion
Topic: [Solved] Which event should be used for LuaEntity.destroy()?
Replies: 72
Views: 22261

Re: Which event should be used for LuaEntity.destroy()? When?

@Mooncat, couldn't you just use LuaEntity.die() and clean up any Loot at the position within a small time frame? If the entity gives loot then add it's position (+/- a small amount) to a table for deletion.

Or even no big deal for the loot, as this mod isn't really for normal play, correct?
by DedlySpyder
Wed Oct 19, 2016 4:42 pm
Forum: Modding interface requests
Topic: on_gate_changed_state
Replies: 10
Views: 3541

Re: on_gate_changed_state

I wonder, could something like custom-input be used here? You register the event prototype with the entity that keeps an eye out for [array of entities] that come within range. The logic behind the gate could be abstracted out. Is binding specific events to an entity prototype possible? If so, there...
by DedlySpyder
Wed Oct 19, 2016 2:38 pm
Forum: Modding help
Topic: How to make a simple GUI
Replies: 3
Views: 1506

Re: How to make a simple GUI

There still isn't any proper way to handle players clicking on an entity to fire an event (unless they changed recently). I think your best bet is to make a custom keyboard shortcut that checks the player's selected entity for your entity and handle the GUI from there. (although I believe some peopl...
by DedlySpyder
Mon Sep 26, 2016 4:46 pm
Forum: Modding help
Topic: Change footstep sound for player?
Replies: 4
Views: 1380

Re: Change footstep sound for player?

aubergine18 wrote:Thanks for the infos. Looks like I won't be able to create character specific footstep sound.
You can swap a players character with a new one with different sounds. Depends on how often you need to do this.
by DedlySpyder
Thu Sep 22, 2016 5:43 pm
Forum: Modding help
Topic: Need help turning a biter-spawner into an assembler
Replies: 12
Views: 4245

Re: Need help turning a biter-spawner into an assembler

I think you need to find "assembler3pipepictures()" and "pipecoverspictures()" and make your own replacements. It's been a while since I touched fluid boxes though. If you check my Avatars mod (in my signature, though check the github because I haven't touched the thread in a whi...
by DedlySpyder
Thu Sep 22, 2016 4:46 pm
Forum: Modding discussion
Topic: [0.15] Mod setting/config interface - give your input
Replies: 203
Views: 62970

Re: [0.15] Mod setting/config interface - give your input

I don't think it's been brought up yet, but support for optional settings would be good too. Plenty of mods have optional dependencies and may have different settings in different situations. Oh, and can we somehow have an array as a setting? Like a multiple selection box (I guess it could be done w...
by DedlySpyder
Wed Sep 21, 2016 7:09 pm
Forum: Modding help
Topic: Need help turning a biter-spawner into an assembler
Replies: 12
Views: 4245

Re: Need help turning a biter-spawner into an assembler

Adil wrote:Actually it seems easier to make assembler to look like spawner and create units around it with lua.
Or make an extra entity under the assembler that is a spawner (I have to imagine that the spawning logic is better than what a mod can do easily)
by DedlySpyder
Mon Sep 19, 2016 6:55 pm
Forum: Modding help
Topic: How do I have a recipe have a "made in" field?
Replies: 7
Views: 2415

Re: How do I have a recipe have a "made in" field?

Do you want to just post the whole mod so someone can flip through it then (or at least the prototypes)? That's probably better than just posting snippets
by DedlySpyder
Wed Sep 14, 2016 4:36 pm
Forum: Modding help
Topic: Substring /remove kW
Replies: 6
Views: 1680

Re: Substring /remove kW

You can get a substring btw, it's string.sub() Only if you know the length of the numeric portion of the string... which could be different if some other mod already changed the value to bigger/smaller number. string.sub(string, 1, (#string - 2)) You had the right idea originally, just wrong syntax
by DedlySpyder
Wed Sep 14, 2016 2:59 pm
Forum: Modding help
Topic: Substring /remove kW
Replies: 6
Views: 1680

Re: Substring /remove kW

You can get a substring btw, it's string.sub()
by DedlySpyder
Mon Sep 12, 2016 2:43 pm
Forum: Ideas and Requests For Mods
Topic: Connect adjacent belts to entity
Replies: 9
Views: 2827

Re: Connect adjacent belts to entity

The base game is getting "loader" belts that do this sort of thing. There's a mod that enables the hidden entities: https://mods.factorio.com/mods/kij336/add-loader Pretty sure that loaders were scrapped from the game (replaced by stack inserters), but they included what they had on them ...
by DedlySpyder
Thu Sep 08, 2016 3:51 pm
Forum: Modding help
Topic: defines.lua - where is it?
Replies: 6
Views: 2673

Re: defines.lua - where is it?

I'm pretty sure that the Lua documentation is also included in the game files, so you wouldn't have to go put to the site to parse the info
by DedlySpyder
Tue Sep 06, 2016 2:44 pm
Forum: Ideas and Requests For Mods
Topic: Please make Boots that are 'immune' to Conveyor Belts
Replies: 3
Views: 1071

Re: Please make Boots that are 'immune' to Conveyor Belts

It's been suggested before, but it's not really viable. I believe the only ways to handle it are to either teleport the player constantly (would be ugly and laggy), or to turn off the belt

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