Search found 125 matches
- Fri Jun 09, 2017 1:04 am
- Forum: Implemented mod requests
- Topic: on_player_selected_area not firing
- Replies: 6
- Views: 2301
Re: on_player_selected_area not firing
Any news on this? I could really use this right now to modify some blueprints on creation.
- Fri Jun 09, 2017 12:55 am
- Forum: Implemented mod requests
- Topic: add on_event which is called when a player opens a gui
- Replies: 3
- Views: 1099
Re: add on_event which is called when a player opens a gui
This would be very useful and remove the need for constant player.opened checking in on_tick which might get very expensive in large multiplayer games.
Also I would say one event is enough: Similar to the "on_selected_entity_changed" an "on_opened_entity_changed" event.
Also I would say one event is enough: Similar to the "on_selected_entity_changed" an "on_opened_entity_changed" event.
- Fri Jun 09, 2017 12:50 am
- Forum: Implemented mod requests
- Topic: Add "placeable-off-grid" to flying-text
- Replies: 2
- Views: 1133
Re: Add "placeable-off-grid" to flying-text
I would like to add that adding "placeable-off-grid" to a flying text is bugged. Zooming in and out changes the x and y coordinates of the text relative to it's origin even if the text is not supposed to move at all. This makes multiline text very hard to do since it might look perfectly f...
- Wed Jun 07, 2017 9:55 am
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 42241
Re: [0.15] Even Distribution
Since 0.15.18 i'm getting the following error message every time i want to start a game: Error while running the on_init: __even-distribution__/scripts/setup.lua:182: attempt to index field 'flags' (a nil value) Not sure what is causing this issue? if i disable this mod the game runs fine This was ...
- Wed Jun 07, 2017 8:55 am
- Forum: Combinator Creations
- Topic: I built the smallest turing-complete combinator computer
- Replies: 12
- Views: 21041
Re: I built the smallest turing-complete combinator computer
Thanks! Display is by DaveMcW (viewtopic.php?f=193&t=19825&start=40#p150806)
- Sun Jun 04, 2017 10:28 pm
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 42241
Re: [0.15] Even Distribution
Yeah that seems like a good addition :) Although I wanted to cleanup the code a bit first because it is an inefficient mess right now. The limits will be easier to implement with cleaner code so I'll do it afterwards. I'll add it to a roadmap on the above mod post including some other stuff I had pl...
- Sun Jun 04, 2017 10:48 am
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 42241
Re: [0.15] Even Distribution
Looking up the entity names and typing them in by hand feels so... anti-factorio. You don't have to do that. That's specifically the reason why I made vanilla autotrash available in early game (configurable startup setting). I just added the config trash list for the very early stages where you DON...
- Sat Jun 03, 2017 3:14 pm
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 42241
Re: [0.15] Even Distribution
Hotfix version 0.2.3 Fixed that you could evenly distribute into player corpses Fixed issues with dead players trying to evenly distribute or use inventory cleanup Fixed that players in godmode couldn't evenly distribute Fixed several crashes with inventory cleanup Added proper error checking for c...
- Sat Jun 03, 2017 12:49 pm
- Forum: Modding help
- Topic: Find out if player is dead?
- Replies: 2
- Views: 807
Re: Find out if player is dead?
It worked! Thanks for the quick reply!
- Sat Jun 03, 2017 10:40 am
- Forum: Modding help
- Topic: Find out if player is dead?
- Replies: 2
- Views: 807
Find out if player is dead?
How can I find out if a player is dead? I tried player.character == nil but this fails when the player is not connected or in god controller mode.
- Thu Jun 01, 2017 6:47 pm
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 42241
Re: [0.15] Even Distribution
New version 0.2.2 Added inventory cleanup hotkey: Evenly distribute excess trash items into nearby machines Added distribution text colors: Red = You have insufficient items; Yellow = Target inventory is full Added fancy distribution fade out animation Added option to prevent machines from starting...
- Mon May 29, 2017 3:56 pm
- Forum: Implemented mod requests
- Topic: furnace.last_known_recipe
- Replies: 2
- Views: 905
Re: furnace.last_known_recipe
Awesome, thanks
- Mon May 29, 2017 1:47 pm
- Forum: Implemented mod requests
- Topic: furnace.last_known_recipe
- Replies: 2
- Views: 905
furnace.last_known_recipe
In my current mod I need to detect what recipe a furnace currently has/had. Unfortunately furnaces lose their recipe when they finish their craft and no ingredients are left. What I want is a property which holds the last known recipe of a furnace. Something like: LuaEntity.last_known_recipe [R] (us...
- Mon May 15, 2017 10:54 am
- Forum: Releases
- Topic: Version 0.15.10
- Replies: 90
- Views: 53282
Re: Version 0.15.10
Which is still less than in many other games.
- Sun May 14, 2017 3:49 pm
- Forum: Implemented mod requests
- Topic: Simple property requests (something that exists but has no way to read/write it)
- Replies: 139
- Views: 43277
Re: Simple property requests (something that exists but has no way to read/write it)
For use with gun turrets:
LuaEntityPrototype.attack_parameters
Or if not possible: LuaEntityPrototype.ammo_category
LuaBurner.fuel_category
Or if not possible: LuaEntityPrototype.ammo_category
- Sat May 13, 2017 8:36 pm
- Forum: Mods
- Topic: [0.15][PoC] Animated Water
- Replies: 0
- Views: 1609
[0.15][PoC] Animated Water
http://i.imgur.com/sHeyr7x.png http://i.imgur.com/SE9I7B0.gif IMPORTANT: Requires additional installation. See below. Description Adds animated water waves. This is an experimental proof-of-concept, expect bugs. These are almost impossible to fix so I am not going to update this mod. Some ingame co...
- Sat May 13, 2017 1:17 pm
- Forum: Implemented mod requests
- Topic: [Bilka] Allow optional "night only" and darkness threshold for spawners and units
- Replies: 5
- Views: 1489
Re: Allow optional "night only" and darkness threshold for spawners and units
You do already have the means to simlate this behaviour. The darkness of a surface can be read with LuaSurface->darkness . When this value reaches a specified limit (check in on_tick) do two things: 1) Loop through every spawner on the surface and set it to active = false 2) And either one of these:...
- Sat May 13, 2017 12:50 pm
- Forum: Implemented mod requests
- Topic: Option in prototype for units to be immune to belt movement
- Replies: 11
- Views: 3444
Re: Option in prototype for units to be immune to belt movement
being able to enable an inventory or equipment grid for any unit type entity That would be awesome but it sadly doesn't really make much sense. Why would a biter need an equipment grid? You can add equipment grids to cars, tanks and locomotives already, maybe you can utilise this somehow? On the ot...
- Fri May 12, 2017 6:18 pm
- Forum: Modding interface requests
- Topic: Customizable color for roboport radius
- Replies: 3
- Views: 1042
Re: Customizable color for roboport radius
Was, it was changed in 0.13.0 to be defined in the utility_sprites section. The reason being: performance. Can you change it so that every force has it's own customizable color for construction/logistic overlays? Because forces have completely seperate logistic networks the player is never going to...
- Fri May 12, 2017 4:39 pm
- Forum: Modding interface requests
- Topic: Customizable color for roboport radius
- Replies: 3
- Views: 1042
Customizable color for roboport radius
I want to be able to change the color of logistic and construction radius visualization of roboports however not globally using the utility-sprites but rather in one of these ways: Option A: Each force has individual modifiable color definitions for the radius visualizations (since forces always hav...