Search found 438 matches

by Mylon
Wed Nov 07, 2018 3:28 pm
Forum: Not a bug
Topic: [0.17] setting entity.health to 0 or less interrupts death check
Replies: 1
Views: 247

[0.17] setting entity.health to 0 or less interrupts death check

Using this code:

Code: Select all

/c p = game.player p.surface.create_entity{name="acid-projectile-purple", target=p.character, position=p.character.position, speed=10} p.character.health=-20 end
The player does not die as expected.

Tested using a build from 31st Oct 2018
by Mylon
Wed Nov 07, 2018 3:06 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 44224

Re: Mylon's Many Mods

I could add a new technology that reduces the size of ores, but proportionally increases productivity so you get more net ore out of them. That would be the same as a mining speed increase. But it might be easier if you include Bob's Mining mod. I'll look into the not-dying thing. It appears to be a...
by Mylon
Thu Nov 01, 2018 12:36 am
Forum: Implemented mod requests
Topic: surface.upgrade_area{}
Replies: 0
Views: 166

surface.upgrade_area{}

I'd like an upgrade_area{force=..., area=..., player=..., skip_fog_of_war=..., plan=...} method.

Plan can be a LuaItem of type upgrade planner, or a dictionary with key-value pairs of {["entity"]= "upgraded-entity"}
by Mylon
Sun Oct 14, 2018 5:46 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 44224

Re: Mylon's Many Mods

Sounds like you have dangOreus settled. I intended to make it easy to make it easier to add a finer grained perlin.MEASURED and with a recent refactor with version 1.5.0+ I should probably do that. The latest version also has some improvements to better tween the points within perlin.MEASURED. How d...
by Mylon
Mon Oct 08, 2018 8:59 pm
Forum: Ideas and Suggestions
Topic: Better Power Network Informations
Replies: 6
Views: 410

Re: Better Power Network Informations

The peak usage data is there. It would be interesting if the graph could be moused-over to display that data point with a tooltip.
by Mylon
Mon Oct 08, 2018 8:05 pm
Forum: Implemented mod requests
Topic: Events: on_chart_tag_created, on_chart_tag_deleted
Replies: 2
Views: 332

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...
by Mylon
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: 133

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...
by Mylon
Mon Oct 08, 2018 3:46 pm
Forum: Modding interface requests
Topic: Event request: on_recipe_changed
Replies: 16
Views: 980

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...
by Mylon
Sat Oct 06, 2018 3:01 pm
Forum: Modding interface requests
Topic: Event request: on_recipe_changed
Replies: 16
Views: 980

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.
by Mylon
Sat Oct 06, 2018 3:45 am
Forum: Modding interface requests
Topic: Event request: on_recipe_changed
Replies: 16
Views: 980

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.
by Mylon
Fri Oct 05, 2018 8:17 pm
Forum: Modding interface requests
Topic: Event request: on_recipe_changed
Replies: 16
Views: 980

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...
by Mylon
Fri Aug 31, 2018 3:45 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 20728

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.
by Mylon
Fri Aug 24, 2018 3:38 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 44224

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 ...
by Mylon
Fri Aug 24, 2018 1:49 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 17780

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.
by Mylon
Thu Apr 12, 2018 10:29 pm
Forum: Ideas and Suggestions
Topic: More mining options please
Replies: 9
Views: 819

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.
by Mylon
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: 404

[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 surface = game.surfaces[event.surface_index] game.p...
by Mylon
Sun Mar 25, 2018 2:21 am
Forum: Resolved Problems and Bugs
Topic: [0.16.35] Crash on scenario start
Replies: 1
Views: 800

[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.
by Mylon
Fri Mar 23, 2018 1:20 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 44224

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.
by Mylon
Thu Mar 22, 2018 9:26 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 44224

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...

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