Search found 512 matches
- Mon Oct 08, 2018 8:05 pm
- Forum: Implemented mod requests
- Topic: Events: on_chart_tag_created, on_chart_tag_deleted
- Replies: 2
- Views: 1005
Events: on_chart_tag_created, on_chart_tag_deleted
Specifically when players create or remove tags. I would like to have some chart tags protected. Alternatively: LuaChartTag::protected. If true, require elevated permissions to edit. Use case: Gravestone markers. If a player dies, their corpse is marked on the map. This chart tag can only be removed...
- Mon Oct 08, 2018 3:48 pm
- Forum: Ideas and Suggestions
- Topic: omitting --port checks for other factorio processes and chooses an appropriate port
- Replies: 0
- Views: 388
omitting --port checks for other factorio processes and chooses an appropriate port
If one server is already running, launching a second without specifying a different port causes it to immediately shut down without any good indication of why. It would be nice if Factorio would check if a port is being used by any other instance (or perhaps any program at all!) and automatically ch...
- Mon Oct 08, 2018 3:46 pm
- Forum: Modding interface requests
- Topic: Event request: on_recipe_changed
- Replies: 18
- Views: 4462
Re: Event request: on_recipe_changed
I wouldn't imagine an extra bool per crafting machine would be a big deal for the save. As for the previous recipe... I'm not sure that's necessary either. At least for my use case, all I need to know is if the current recipe follows a rule. Testing the machine periodically just in case the recipe c...
- Sat Oct 06, 2018 3:01 pm
- Forum: Modding interface requests
- Topic: Event request: on_recipe_changed
- Replies: 18
- Views: 4462
Re: Event request: on_recipe_changed
How about a different approach? What if recipe_changed toggled a flag on crafting machines and the event is raised in the next crafting_machine::update?
Also, following other events, LuaCraftingMachine.setRecipe() wouldn't raise the event much like how other lua calls don't raise events.
Also, following other events, LuaCraftingMachine.setRecipe() wouldn't raise the event much like how other lua calls don't raise events.
- Sat Oct 06, 2018 3:45 am
- Forum: Modding interface requests
- Topic: Event request: on_recipe_changed
- Replies: 18
- Views: 4462
Re: Event request: on_recipe_changed
I'm confused. Aren't these protections already in place around LuaEntity.set_recipe()? I already can mess with the bits I need and this function seems to perform fine. I'm not sure how on_recipe_changed event would be any different than a very aggressive on_tick check_all_assemblers() function.
- Fri Oct 05, 2018 8:17 pm
- Forum: Modding interface requests
- Topic: Event request: on_recipe_changed
- Replies: 18
- Views: 4462
Re: Event request: on_recipe_changed
How often does a recipe change? The number of times such an event fires ought to be tiny. Maybe 10,000 calls throughout an entire game? My particular usecase: I made a scenario called Regional Production. Goods can only be produced near a matching marker. I want a on_recipe_changed event so I can sa...
- Fri Aug 31, 2018 3:45 pm
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 60496
Re: Friday Facts #258 - New autoplace
My stance on starting ore generation: The factorio engineer isn't making a completely uncontrolled descent and can pick a favorable site.
- Fri Aug 24, 2018 3:38 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122542
Re: Mylon's Many Mods
Sorry about the long hiatus. I have a newer version of concreep sitting on the shelf, but I'm not yet happy with how it works. Using the find_tiles_filtered{limit=min(available_bots, available_concrete)} isn't as performant as I would like so I'll have to go back to doing a spiral pattern. Sorry, a ...
- Fri Aug 24, 2018 1:49 pm
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 50186
Re: Friday Facts #257 - NPE/Campaign update
Ooo, if you're reworking rocket fuel, could you make the recipe more complex and done in a chemical plant? I always thought it was weird that the recipe for rocket fuel was so simple. Solid fuel of course makes a good base, but I can't think of an oxidizer it should be mixed with among vanilla items.
- Thu Apr 12, 2018 10:29 pm
- Forum: Ideas and Suggestions
- Topic: More mining options please
- Replies: 9
- Views: 2717
Re: More mining options please
I can't make deconstruction take time, but what if deconstruction cost energy? It wouldn't be very visually interesting, but to pick up an item with a bot might cost 300kJ or thereabouts, and thus the bot would take longer to charge.
- Wed Mar 28, 2018 12:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.35] event "on_surface_created" index incorrect
- Replies: 1
- Views: 854
[0.16.35] event "on_surface_created" index incorrect
When event "on_surface_created" fires for the first time, the "surface_index" returned is "1". The expected result is "2", as "nauvis" already exists by this point. https://i.imgur.com/rg9QY9X.png The relevant code producing these statements: local s...
- Sun Mar 25, 2018 2:21 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.35] Crash on scenario start
- Replies: 1
- Views: 2156
[0.16.35] Crash on scenario start
I tried to load up a game of my mod This Tank Stops for Nobody in multiplayer. I went to multiplayer and then host scenario and selected my modded scenario, then selected the starting options and before I got in game, it crashed! Here's the log and the relevant mod.
- Fri Mar 23, 2018 1:20 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122542
Re: Mylon's Many Mods
Thanks for your help. I'll switch to a table-copy method and see if that helps. The find_closest_logistic_cell could be refactored to simply cache the area and further calls can do a simple, "check if in area" since marked ore entities will probably be in the the same cell anyway.
- Thu Mar 22, 2018 9:26 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122542
Re: Mylon's Many Mods
I would suggest making the chunk size smaller though. Why not use 32x32 chunks like the game itself. With 128x128 chunks you might have to search a 256x256 area while the players reach is normally way less than that. With smaller chunks there would be less items to check f they are even in reach. W...
- Wed Mar 21, 2018 3:39 am
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122542
Re: Mylon's Many Mods
Oh... I was thinking you were using a different event. I was using the deconstructed_area event in another mod.
- Wed Mar 21, 2018 12:18 am
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122542
Re: Mylon's Many Mods
Can you share your code for recording deconned entities? It would be handy for peppermint mining. The code I'm using causes serious lag when I record the decon-selection of 1k ore entities. Sure. It's not anything particularly sophisticated though: chunks = {} script.on_event( defines.events.on_mar...
- Tue Mar 20, 2018 2:58 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122542
Re: Mylon's Many Mods
I updated Bluebuild with the "revive=true" flag. I also added a new mod: Enhanced Biters. I just realized that you use "revive" while Nanobots uses "revived" (with a 'd'). Could you change yours to match? I still think Bluebuild shouldn't raise on_put_item at all. The ...
- Sun Mar 18, 2018 4:22 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122542
Re: Mylon's Many Mods
Deconstruction is limited by only being able to look at nearby entities and checking if they've been marked for deconstruction. If there's too many entities nearby, the game can't check them all without taking a serious performance hit. Unfortunately it's a limitation of the engine and I have to ma...
- Sun Mar 18, 2018 1:48 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 426798
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
This mod is pretty cool. Just wondering if it's possible to allow biters evolve infinitely. I feel biters are now toooo weak in may late bob+angel save :D There's a mod Enhanced_Biters https://mods.factorio.com/mod/Enhanced_Biters that tries to infinitely enhance biter powers like this: game.forces...
- Fri Mar 16, 2018 5:06 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122542
Re: Mylon's Many Mods
You can have both! If you don't mind 30 UPS in mid game!