Search found 945 matches

by Adil
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...
by Adil
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.
by Adil
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....
by Adil
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.
by Adil
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...
by Adil
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.
by Adil
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
by Adil
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 ...
by Adil
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...
by Adil
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...
by Adil
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...
by Adil
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...
by Adil
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 ...
by Adil
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.
by Adil
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: ...
by Adil
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.
by Adil
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.
by Adil
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...
by Adil
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.

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