Search found 512 matches
- Fri Apr 03, 2020 11:30 pm
- Forum: Implemented mod requests
- Topic: LuaEntity.deplete()
- Replies: 2
- Views: 1446
LuaEntity.deplete()
tl;dr: Similar to LuaEntity.destroy() (for finite resources), but also raises the on_resource_depleted event for the marked entity. Use case: Nougat Mining turns ore in the ground to items on the ground marked for pickup. Currently I call raise_event if the ore runs out. With this, I wouldn't have to.
- Fri Apr 03, 2020 7:10 pm
- Forum: Already exists
- Topic: Item stack on the ground
- Replies: 1
- Views: 1650
Re: Item stack on the ground
This is already possible. surface.create_entity{name="item-on-ground", position=target_position, stack={item="iron-plate", count=100}} works just fine. For example, Nougat Mining has this as a hidden config option by editing the variable at the top of control.lua. You can switch ...
- Fri Apr 03, 2020 6:38 pm
- Forum: Modding interface requests
- Topic: animation.rotated_offset and rendering.*.rotated_target_offset
- Replies: 7
- Views: 1741
Re: animation.rotated_offset and rendering.*.rotated_target_offset
Here's an example of what I'm doing, v is the vehicle (tank), w is the wagon: https://cdn.discordapp.com/attachments/306402592265732098/695703249050796173/unknown.png What I expect to happen is the wheels to animate as the wagon rotates, but do so such that they remain at the front of the wagon, no ...
- Fri Apr 03, 2020 6:19 pm
- Forum: Modding interface requests
- Topic: animation.rotated_offset and rendering.*.rotated_target_offset
- Replies: 7
- Views: 1741
Re: animation.rotated_offset and rendering.*.rotated_target_offset
Having tinkered with oriented_offset, it doesn't seem to do what I'm intending it to. If target and orientation_target are the same, then the rendered object isn't rotated about a point as expected. If they're different, then it's rotated about the target based on the position of rotation_target. So...
- Fri Apr 03, 2020 4:58 pm
- Forum: Modding interface requests
- Topic: animation.rotated_offset and rendering.*.rotated_target_offset
- Replies: 7
- Views: 1741
animation.rotated_offset and rendering.*.rotated_target_offset
What? Give modders the capability to make graphics render in a way that rotates properly as the entity rotates. Why? Cars need wheels. Wheels have to be offset, but this offset changes as the entity is rotated. rotated_target_offset would prevent this: https://cdn.discordapp.com/attachments/3064025...
- Fri Apr 03, 2020 4:34 pm
- Forum: Ideas and Suggestions
- Topic: Faster/more accessible logistic requests
- Replies: 5
- Views: 1618
Re: Faster/more accessible logistic requests
I subscribe to the thought that less clicks = better. Merging request and trash slots feels like it added at least 1 extra click to everything. This suggestion would keep the current behavior while potentially reducing the number of mouseclicks.
- Fri Apr 03, 2020 2:40 pm
- Forum: Not a bug
- Topic: [0.18.17] LuaPlayer::set_shortcut_toggled doesnt toggle shortcut
- Replies: 2
- Views: 771
Re: [18.17] LuaPlayer::set_shortcut_toggled
I can confirm. I was investigating using the roborport toggle as an option to make Klonan's Construction Drones mod better but I could not enable the Roboport toggle. Thus I was unable to make it useful as an option for controlling construction drones. Idea: Toggle mouseover displays some additional...
- Thu Apr 02, 2020 10:34 pm
- Forum: Ideas and Suggestions
- Topic: Faster/more accessible logistic requests
- Replies: 5
- Views: 1618
Faster/more accessible logistic requests
TL;DR Faster/more accessible logistic requests, support modifier keys What ? * Clicking outside of the box is equivalent to clicking the green check mark. Only the X or esc cancels creating the slot. * On mouseover of a logistic request slot, open the expanded pane for that logistic request. * Addi...
- Sun Mar 15, 2020 12:44 pm
- Forum: Ideas and Suggestions
- Topic: Offer to update before/after loading mods / Update on restart/startup/shutdown
- Replies: 29
- Views: 6380
--update-mods launch option
I'd like this specifically for dedicated servers. Fetch the latest version of each mod from the mod portal. If bandwith is an issue, updating mods could be restricted only to ones which are enabled in the mod-list.json file.
- Thu Mar 12, 2020 5:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.12] API Docs: surface.create_entity cliff_orientation not documented
- Replies: 1
- Views: 717
[0.18.12] API Docs: surface.create_entity cliff_orientation not documented
I was looking into how to create cliffs. Surface.create_entity has a lot of good stuff on how to create all sorts of entities, including parameters unique to specific entity types. But it's missing documentation on the cliff_orientation parameter. It works in game, but it's not documented in the API...
- Wed Mar 11, 2020 11:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.18.8] Burning a fuel with burnt_result in a burner with no result slots locks up burner
- Replies: 10
- Views: 2867
Re: [0.18.8] Burning a fuel with burnt_result in a burner with no result slots locks up burner
What if the game failed to launch if it found an incompatability? Store a flag for each fuel-category that contains a burnt-result among the items and check each entity with a burner if it uses that fuel category and has no output slot, it throws a startup error.
- Thu Mar 05, 2020 3:20 pm
- Forum: Modding interface requests
- Topic: tile_prototype.next_upgrade
- Replies: 0
- Views: 452
tile_prototype.next_upgrade
I'd like tile prototypes to support a next_upgrade property. No mechanical effect. Just something that could be read in script. So "stone-path" would have "concrete" and "concrete" would have "refined-concrete" and "hazard-concrete-left" would have &...
- Sat Feb 29, 2020 7:45 pm
- Forum: Ideas and Suggestions
- Topic: auto drag roboport
- Replies: 21
- Views: 5821
Re: auto drag roboport
For the problem with the tight roboports: I think we need a mini-charging station in the game; would make the factory much more beautiful. I would to see Roboports changed in this way. Bobs Logistics shows how Robot networks can be designed to make use of multiple entities and I think this would ma...
- Sat Feb 29, 2020 5:17 pm
- Forum: Ideas and Suggestions
- Topic: Copy recipe output to filter of storage chest (QoL: Copy recipe From Assembling Machine to additional entities)
- Replies: 35
- Views: 8570
Re: QoL: Copy recipe From Assembling Machine to additional entities
I want to like buffer chests but I'm still not quite sure how they work. For example, I have an array of 10 assemblers making a product. Ideally, bots will take from the passive provider chests first before touching the buffer chest, keeping all 10 assemblers working. Only when these passive provide...
- Sat Feb 29, 2020 5:03 pm
- Forum: Ideas and Suggestions
- Topic: Mod pack import
- Replies: 0
- Views: 510
Mod pack import
Problem: Carefully selected mod combinations can be difficult to describe and share. They can be crafted as a zip file, but this doesn't include the latest version of the mods and may need additional setup, like setting Factorio to use an alternate mod folder or using a specific combination of mod s...
- Sat Nov 30, 2019 1:38 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 131565
Re: Attacking biters with turrets makes all weapons pointless
... forced to use a boring strategy because of the fast respawn rate disabling the less boring ones. This is the real problem. Players need to kill nests and they have to kill them FAST or they'll just respawn faster than an SMG can put out bullets. Turrets are one of the simplest ways to handle th...
- Sun Nov 10, 2019 4:15 pm
- Forum: Ideas and Suggestions
- Topic: Add battery status to vehicle description
- Replies: 0
- Views: 487
Add battery status to vehicle description
tl;dr https://i.imgur.com/oJ4UuPY.png (Actually, should probably be under health) Currently finding out what the status of a vehicle's batteries is very difficult. As far as I can tell, the only way to tell is to open the grid and mouse over all of the batteries in the grid and estimate their averag...
- Sat Nov 09, 2019 8:26 pm
- Forum: Ideas and Suggestions
- Topic: Calculate inserter arm positions only when the GPU or a mod wants them
- Replies: 10
- Views: 2374
- Sat Nov 09, 2019 5:59 pm
- Forum: Modding discussion
- Topic: Breaking change/fix: script.raise_event rework - opinions wanted
- Replies: 88
- Views: 22120
Re: Breaking change/fix: script.raise_event rework - opinions wanted
The more I think about it the more I think it just doesn't make sense to me for mods to really ever raise game events. Since we added the function call raising to the create_entity, revive_entity, and destroy_entity things, I haven't needed to raise any base game events manually I don't like the cr...
- Sat Nov 09, 2019 5:21 pm
- Forum: Ideas and Suggestions
- Topic: Mod portal: Discussion improvements
- Replies: 0
- Views: 453
Mod portal: Discussion improvements
The discussion tab is nifty, but I'd like some changes to the interface. The default chat input box is far too small. I can click-drag to expand it, but if I drag it to the right, the box can be bigger than the display element with no scroll bar and it becomes very difficult to continue writing. Mak...