Search found 317 matches

by Stringweasel
Tue Oct 11, 2022 7:25 am
Forum: Modding help
Topic: on_player_selected_area
Replies: 39
Views: 4022

Re: on_player_selected_area

this code for_n_of improved the performance Great! I haven't had a close look at that function, but pretty sure `from_k` keeps track of which entries you updated last. As for the Debugger, yes. You need two files in a folder called ".vscode". For example, this is how it looks in my mod fo...
by Stringweasel
Sat Oct 08, 2022 6:35 pm
Forum: Won't implement
Topic: Add something along the lines pre_final_build_collision_check
Replies: 9
Views: 1737

Re: Add something along the lines pre_final_build_collision_check

Best workaround is to use collisions, like how Space Exploration very closely dictates which entities can be placed on which surfaces.
by Stringweasel
Sat Oct 08, 2022 6:30 pm
Forum: Won't implement
Topic: Add something along the lines pre_final_build_collision_check
Replies: 9
Views: 1737

Re: Add something along the lines pre_final_build_collision_check

Not to mention, the cursor isn't part of the game state. Meaning it's not possible for a mod to do calculations on the location of an item in the cursor, because it would desync. In Factorio all clients do all calculations for all players. Meaning if you have Factory Planner installed, and your frie...
by Stringweasel
Sat Oct 08, 2022 12:01 pm
Forum: Questions, reviews and ratings
Topic: Maze Mod - how get i work?
Replies: 3
Views: 824

Re: Maze Mod - how get i work?

Yeah, it's called a soft mod. If I understand correctly the scripts is stored in the save-file you download, so all clients have it. Specifically it's a scenario. It's the same as normal vanilla freeplay, which is also actually a scenario. There's also some custom scripting that handles things like ...
by Stringweasel
Sat Oct 08, 2022 11:56 am
Forum: Modding interface requests
Topic: The ability to "stretch" placing any entity
Replies: 4
Views: 835

Re: The ability to "stretch" placing any entity

There is far more to this than wire distance though For this interface request I do not care for the special electric pole placing behaviour. All I would like is be able to apart the placement of entities when dragging. And this might be a generic enough request to considered, whereas the pole plac...
by Stringweasel
Sat Oct 08, 2022 7:49 am
Forum: Modding interface requests
Topic: The ability to "stretch" placing any entity
Replies: 4
Views: 835

Re: The ability to "stretch" placing any entity

+1 I propose an additional an addiobal flag to most entites: distance_between_drag_placing This would be zero by default, but electric poles would default to the wire distance for example. My use case is placing Fluidic Power electric poles, which are generators internally. If you click drag they ar...
by Stringweasel
Thu Oct 06, 2022 6:44 pm
Forum: Technical Help
Topic: 1.1.69 Super Blurry
Replies: 5
Views: 879

Re: 1.1.69 Super Blurry

It would help if you attach a log file, and an image of how it looks blurry :)
by Stringweasel
Thu Oct 06, 2022 5:10 pm
Forum: Modding help
Topic: on_player_selected_area
Replies: 39
Views: 4022

Re: on_player_selected_area

I found a big problem how to loop through the global variable without slowing it down... I think I'm using more of a loop inside the TICK Oof, UPS optimization is a tough one. A few ideas, although there are many people who know much more than me: What many people do is stagger the checks, for exam...
by Stringweasel
Tue Oct 04, 2022 7:13 am
Forum: Modding help
Topic: on_player_selected_area
Replies: 39
Views: 4022

Re: on_player_selected_area

but the problem I don't know if it was in the condition. I changed this "find_entities_filtered" instead of "area" I used "radius" with a manual number of 200 to test. with "area" nothing was returned. Can you show the code that's not working? If it works wit...
by Stringweasel
Mon Oct 03, 2022 7:17 am
Forum: Modding help
Topic: on_player_selected_area
Replies: 39
Views: 4022

Re: on_player_selected_area

I'm having problems with "surface.find_entity_filtered" I thought it would return all entities from a specific area... for example, I have two entities assembling-machine-1 and stone-wall and it only returns stone-wall and an assembling- machine-1 instead of two :| if it's two equal entit...
by Stringweasel
Sun Oct 02, 2022 5:48 pm
Forum: Modding help
Topic: on_player_selected_area
Replies: 39
Views: 4022

Re: on_player_selected_area

Why didn't it work? What output did you get? What input did you give? What do you want to achieve? :)

Oh you're the one with the Damage Effect mod. It looks really cool! There's some discussions that popped up on your mod page, don't know if you noticed :)
by Stringweasel
Sun Oct 02, 2022 3:44 pm
Forum: Modding discussion
Topic: Portal suggestion: a mark on a changelog page, if the changelog will show in game
Replies: 4
Views: 1111

Re: Portal suggestion: a mark on a changelog page, if the changelog will show in game

+1 It could even check that the latest version in the changelog matches the actual version of the mod. It should only be a warning (or possibly a optional fail) though. Or even a "Are you sure you want to upload a mod with a broken changelog?" message. I'm always stressed about my changelo...
by Stringweasel
Fri Sep 30, 2022 6:30 am
Forum: Modding help
Topic: Beginner Modder...
Replies: 3
Views: 676

Re: Beginner Modder...

Best is to look on the mod portal for something similar to what you want to do, and look at how it's implemented. That's how most of the modders started. If you have specific questions you can of course also ask here, or on the #mod-making channel on the official Discord.
by Stringweasel
Fri Sep 30, 2022 6:27 am
Forum: Ideas and Requests For Mods
Topic: Idea, spidertron ability to fly along the ground
Replies: 1
Views: 554

Re: Idea, spidertron ability to fly along the ground

It's possible to create a spidertron that can lift off and land again, it can work similar to Jetpack.

Up until then you could use the Space Spidertron, which flys :D
by Stringweasel
Thu Sep 29, 2022 6:39 am
Forum: Outdated/Not implemented
Topic: Allow "alt" control key to work in the background scenes in the main menu
Replies: 9
Views: 1732

Re: Allow "alt" control key to work in the background scenes in the main menu

They don't even draw health bars, so no. It's supposed to look clean and we don't want sprites to be covered by overlays. Like, the trailers are not rendered with alt-mode active either. Intentionally. That makes sense. I also prefer the simulations to run without alt-mode. I think this request is ...
by Stringweasel
Tue Sep 27, 2022 3:09 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200206

Re: Multithread the entity update phase

Belts are multitheaded as also discussed in FFF-364 . It's also mentioned in ALTF4-52 that there's an electric network thread, heat transfer thread, a few fluid calculation threads (assuming I understood the the person correctly). It something isn't threaded at this point it's likely because the lik...
by Stringweasel
Tue Sep 27, 2022 7:21 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83403

Re: Small documentation improvement requests

[h] JSON Migration [/h] When only the name of the entity is changed then the migrated entity will still have the original unit_number. However, when an entity's type is changed then the migrated entity will have a new unit number. Regardless of name or type change, any LuaEntity references stored i...
by Stringweasel
Wed Sep 21, 2022 12:25 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.69] Spider-remote lose connection when spider teleported to other surface
Replies: 1
Views: 1658

[1.1.69] Spider-remote lose connection when spider teleported to other surface

What A spidertron remote's connection is lost when the connected spidertron is teleported to a different surface. Expected Behaviour The expected behaviour is that the remote connection is still valid after the teleportation because it's still the same entity. This connection is also held correctly...

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