Search found 945 matches
- Wed Mar 29, 2017 1:18 pm
- Forum: Modding discussion
- Topic: Question about programming a mod
- Replies: 18
- Views: 6859
Re: Question about programming a mod
The "algorithm" for making a rasterized circle is following: choose radius (r) value x,y,r are connected by the following equation x^2+y^2=r^2 loop through possible x values, calculate the corresponding y do something you want to do with those coordinates --generate table of circle coordin...
- Wed Mar 29, 2017 12:40 pm
- Forum: Implemented Suggestions
- Topic: Longer train ghosts.
- Replies: 3
- Views: 1348
Re: Longer train ghosts.
That's game gui stuff.
Only devs have access to that.
Only devs have access to that.
- Mon Mar 27, 2017 5:45 pm
- Forum: Modding discussion
- Topic: Question about programming a mod
- Replies: 18
- Views: 6859
Re: Question about programming a mod
There are already a couple of mods with artillery, if they don't satisfy your own vision, you can peek into them to learn, how is it done. https://mods.factorio.com/mods/Buhamut/Artillery https://mods.factorio.com/mods/sore68/Additional-Turret Also, this thread https://forums.factorio.com/viewtopic....
- Sat Mar 25, 2017 10:02 am
- Forum: Implemented Suggestions
- Topic: Map Editor - It's Own Map
- Replies: 7
- Views: 3011
Re: MAP EDITOR - ITS OWN MAP
The scrolling in terrain editor is slow even without map generation.
If you try to make anything bigger than 100x100 map, say a 1000 long straight, the maximum zoom does not suffice. And the absence of overview doesn't help with finding a particular position on the map.
If you try to make anything bigger than 100x100 map, say a 1000 long straight, the maximum zoom does not suffice. And the absence of overview doesn't help with finding a particular position on the map.
- Sat Mar 25, 2017 9:45 am
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 69202
Re: Friday Facts #183 - Aiming for the release date
I have mixed feelings about that map view, surely it sounds sooo progressive, yet it takes away the feeling of the big world. Right now you are a single human on an alien planet. You can not be everywhere at a same time. So you automate things so that they can go on without you. There's a certain ch...
- Thu Mar 23, 2017 6:15 pm
- Forum: Modding help
- Topic: How can I create custom UI for structure base entity
- Replies: 1
- Views: 930
Re: How can I create custom UI for structure base entity
No you can't make it seamless like it is the vanila gui. You can bind some key to open gui (example) and construct your own window with LuaGui api.
Alternatively you might try to hook it up to a circuit network and have it controlled by signal.
Alternatively you might try to hook it up to a circuit network and have it controlled by signal.
- Tue Mar 21, 2017 11:59 am
- Forum: Modding help
- Topic: new energy category
- Replies: 4
- Views: 1155
Re: new energy category
Yuoki Tani did all that in his mod somewhere.
The problem is he never documents what he does. My guess it is added by this mod:
https://mods.factorio.com/mods/YuokiTani/yi_engines
The problem is he never documents what he does. My guess it is added by this mod:
https://mods.factorio.com/mods/YuokiTani/yi_engines
- Sun Mar 19, 2017 11:11 pm
- Forum: Modding help
- Topic: anti-nest/base turret
- Replies: 8
- Views: 2511
Re: anti-nest/base turret
No there's no command for that. I was referring to the fact that you can emulate the turret behavior with quite little computations involved, if the goal is to attack only immobile objects. The entity would not actually be a "turret" from the game engine perspective. Most likely it'd be a ...
- Sat Mar 18, 2017 5:17 pm
- Forum: Modding discussion
- Topic: [Short article] Can X-Ypoint be described by only one coord?
- Replies: 12
- Views: 6879
Re: [Short article] Can X-Ypoint be described by only one coord?
By the way, factorio lua does have bitwise operations, albeit they only work with 32 bits. They are implemented as functions from a library, and that involves a function calls, which makes it slower than other fast solutions. shiftContained=(function() local sh=bit32.lshift return function(x,y) loca...
- Tue Mar 14, 2017 11:18 pm
- Forum: Technical Help
- Topic: unknown key: "item-name-xx." -non mod author fix?
- Replies: 11
- Views: 5711
Re: unknown key: "item-name-xx." -non mod author fix?
I don't understand what are doing but you are doing it wrong. You just take that long text you think an error is and the last one is the name you need to translate. The fraction of text before the dot in the message gives you the group to which this name belongs in the locale.cfg . No variations, no...
- Tue Mar 14, 2017 9:45 pm
- Forum: Technical Help
- Topic: unknown key: "item-name-xx." -non mod author fix?
- Replies: 11
- Views: 5711
Re: unknown key: "item-name-xx." -non mod author fix?
This error is the translation missing. You open the mod folder, open\create folder named "locale", open\create folder named "en" (for english translation), open\create file which name (unimportant itself) ends with ".cfg", find\add "[item-name]" below that add...
- Tue Mar 14, 2017 6:56 pm
- Forum: Modding discussion
- Topic: [Short article] Can X-Ypoint be described by only one coord?
- Replies: 12
- Views: 6879
Re: [Short article] Can X-Ypoint be described by only one coord?
LuaJIT is unlikely to give a faithful representation of performance of the pure lua. Not only it is unknown when the jit will kick in but also, there's no guarantee that the fastest compiled version will also be the fastest interpreted one. There's little to no point in fiddling with operations over...
- Mon Mar 13, 2017 4:47 pm
- Forum: Modding help
- Topic: My first Mod...
- Replies: 2
- Views: 1089
Re: My first Mod...
Most question in the modding help board do get answer eventually. The bomber tutorial is a bit old. Newer ones didn't get public yet: https://wiki.factorio.com/User:Gangsir/moddingTutorial https://wiki.factorio.com/User:Adil/Modding_tutorial The former is brief and concise (seems so), the latter is ...
- Sun Mar 12, 2017 11:49 pm
- Forum: Modding help
- Topic: anti-nest/base turret
- Replies: 8
- Views: 2511
Re: anti-nest/base turret
If done correctly, a "turret" that "can only shoot immobile entities" will be in the list of the less performance taxing mods.
- Sun Mar 12, 2017 11:39 pm
- Forum: Modding discussion
- Topic: Incomplete guide to factorio modding
- Replies: 3
- Views: 1747
Re: Incomplete guide to factorio modding
Well, I guess I'm done. I did add the chapter about making scenarios, and about migrations and about making mod fast. I myself do not intend to change anything I've already wrote. Something might be added to the middle chapter, which deals with various modding tricks but, as some great person said: ...
- Sun Mar 12, 2017 8:33 pm
- Forum: Modding help
- Topic: anti-nest/base turret
- Replies: 8
- Views: 2511
Re: anti-nest/base turret
Yes, it must be done through script.
A true turret entity from the game will only care if its enemy or friend.
You'll need to use lua to perform all the turret logic.
It's not like it will be problematic though: buildings are immobile and don't appear out of nowhere.
A true turret entity from the game will only care if its enemy or friend.
You'll need to use lua to perform all the turret logic.
It's not like it will be problematic though: buildings are immobile and don't appear out of nowhere.
- Thu Mar 09, 2017 7:37 pm
- Forum: Implemented mod requests
- Topic: Pathfinding API
- Replies: 11
- Views: 5236
Re: Pathfinding API
Pathfinder would be useful indeed.
- Wed Mar 08, 2017 9:40 am
- Forum: Not a bug
- Topic: [0.14.21] Map editor, cannot move into out of the map tiles
- Replies: 5
- Views: 1401
Re: [0.14.21] Map editor, cannot move into out of the map tiles
This is editor, you know, if there is no tiles, then that does not mean there won't be. And is it difficult to shave out of the map tiles at the moment of saving the map? I've run into this bug when trying to shrink the area actually. There is no indication of what's happening whatsoever so I've eve...
- Wed Mar 08, 2017 9:33 am
- Forum: Not a bug
- Topic: [0.14.22] Inserters stop when unable to place full load
- Replies: 3
- Views: 1609
Re: [0.14.22] Inserters stop when unable to place full load
I'll just leave a mod here.
- Mon Mar 06, 2017 7:35 pm
- Forum: Modding help
- Topic: Is it a way to show all items IDs in game instead of names?
- Replies: 5
- Views: 14545
Re: Is it a way to show all items IDs in game instead of names?
I know of no way of writing a localized string value into a file. But the locale files themselves are exactly what you are asking for, except on per-mod basis.