Search found 512 matches

by Mylon
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.
by Mylon
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 ...
by Mylon
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 ...
by Mylon
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...
by Mylon
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...
by Mylon
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.
by Mylon
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...
by Mylon
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...
by Mylon
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.
by Mylon
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...
by Mylon
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.
by Mylon
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 &...
by Mylon
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...
by Mylon
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...
by Mylon
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...
by Mylon
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...
by Mylon
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...
by Mylon
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

Re: Calculate inserter arm positions only when the GPU or a mod wants them

Koub wrote:
Tue Nov 05, 2019 10:31 pm
what if power is shut down during the swing ?
Make inserters work like laser turrets: Either they swing or they don't. They deduct the full power to complete their swing at their start.
by Mylon
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...
by Mylon
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...

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