Search found 102 matches

by Stringweasel
Mon Apr 04, 2022 1:24 pm
Forum: Modding help
Topic: Need ideas for GUI
Replies: 4
Views: 310

Re: Need ideas for GUI

I don't really play with other characters. But it might be cool if you make it look like the Train Overview GUI. A bunch of thumbnails that you can scroll. And make it a standalone GUI in the center. :)
by Stringweasel
Fri Mar 18, 2022 12:33 pm
Forum: Modding help
Topic: How can I get the zoom ratio of the current screen?
Replies: 3
Views: 444

Re: How can I get the zoom ratio of the current screen?

I want to add a screen zoom function, but it seems that "player. Zoom" only supports writing, but does not support reading. Is there a way to obtain the current zoom ratio? Because only in this way can smooth scaling be achieved I've tried to record with variables, but if the player adjus...
by Stringweasel
Thu Mar 17, 2022 2:54 pm
Forum: Modding help
Topic: Help, game error - no character
Replies: 23
Views: 1259

Re: Help, game error - no character

Unlike vanilla's raise_event(), it doesn't raise an event at all, but checks all remote interfaces for a function on_character_swapped_event. Ahh okay. That's kinda cool. So instead of blindly raising an event and not caring if someone is listening, it's rather checking if there is anyone listening...
by Stringweasel
Thu Mar 17, 2022 2:35 pm
Forum: Modding help
Topic: Help, game error - no character
Replies: 23
Views: 1259

Re: Help, game error - no character

The Jetpack mod also messes with characters. When you enable the jetpack it destroys your character and creates a new one wearing the jetpack. So your mod will have to listen to that remote event. Inside the jetpack script it has this function which calls raise_event raise_event(Jetpack.on_character...
by Stringweasel
Tue Mar 15, 2022 11:46 am
Forum: Won't implement
Topic: option for LuaForce.clear_chart to not remove tags
Replies: 8
Views: 653

Re: option for LuaForce.clear_chart to not remove tags

curiosity wrote:
Tue Mar 15, 2022 10:55 am
It's more complicated than that:
Ahh, thought there might be something like that lurking with Rseding said that tags are stored in the chart. Thanks for clarifying :)
by Stringweasel
Tue Mar 15, 2022 7:58 am
Forum: Won't implement
Topic: option for LuaForce.clear_chart to not remove tags
Replies: 8
Views: 653

Re: option for LuaForce.clear_chart to not remove tags

You could always work around it. Use find_chart_tags to find all the tags in the area you want to clear and remember them, and after you cleared the chart you add_chart_tag them all back in.
by Stringweasel
Wed Mar 09, 2022 12:36 pm
Forum: Modding help
Topic: Ask about the syntax of lua
Replies: 6
Views: 517

Re: Ask about the syntax of lua

I would do something like this :)

Code: Select all

local prefix = "setting"
local settings = {}

for i=1,5 do
	settings[i] = prefix..i	
	print(settings[i])
end

Which will print:

Code: Select all

setting1
setting2
setting3
setting4
setting5
by Stringweasel
Thu Mar 03, 2022 2:11 pm
Forum: Ideas and Suggestions
Topic: Better victory GUI
Replies: 3
Views: 709

Re: Better victory GUI

I want to revivie this thread, because the Victory Screen doesn't really fit with the rest of the game. The game is focussed on automation , not conflict . As Néomorphos mentioned, knowing how much wooden boxes you destroyed isn't very exciting and a bit of an anti-climax. There are much cooler stas...
by Stringweasel
Tue Mar 01, 2022 1:32 pm
Forum: Modding help
Topic: Question - Rotated Sprite image layers
Replies: 1
Views: 218

Re: Question - Rotated Sprite image layers

Best would be to show what you tried to do. What I imagine you should do though is create a new car sprite sheet from the original, and edit each picture to include the bots. It can't easily be done with only code, because at sometimes the bots will be hidden behind the car. The sprite-sheets you'll...
by Stringweasel
Fri Feb 04, 2022 6:21 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 195
Views: 51991

Re: Friday Facts #367 - Expansion news

what will be the price for a new customer buying himself right into the 1.2 version? will that be 60$? It sounds like the expansion will be a complete game as well, meaning new players will only have to buy the expansion. They mention that the expantion will be sortoff like a mod, and able to be &q...
by Stringweasel
Thu Feb 03, 2022 12:23 pm
Forum: Modding help
Topic: Changing another mods tech prerequisites
Replies: 2
Views: 308

Re: Changing another mods tech prerequisites

Looking at it again, and comparing it to Krastorio's info.json it should probably be: { "name": "AAI-tech-tweak", "version": "0.1.0", "title": "AAITT", "author": "You", "factorio_version": "1.1", &quo...
by Stringweasel
Thu Feb 03, 2022 12:20 pm
Forum: Modding help
Topic: Changing another mods tech prerequisites
Replies: 2
Views: 308

Re: Changing another mods tech prerequisites

What is the folder structure of your mod? It could also be that your info.json is malformed. Pretty sure that will cause your mod to be ignored. ["?aai-programmable-vehicles >= 0.7.20]" <-- The quotation mark doesn't look right "description": "This mod changes the requiremen...
by Stringweasel
Sun Jan 30, 2022 10:47 am
Forum: Mods
Topic: [MOD 0.10.x] Trailer Mod
Replies: 15
Views: 16267

Re: [MOD 0.10.x] Trailer Mod

This map is now visible in the non-official Hall of Fame ! https://raw.githubusercontent.com/heinwessels/Factorio-HallOfFame/main/pictures/trailer_2014.png Funilly enough, it has a single purple science assembler that was used for alien science back in the day because the map is from Factorio 0.10. ...
by Stringweasel
Thu Jan 27, 2022 8:29 pm
Forum: Minor issues
Topic: [1.1.53] Pump speed exceeding maximum when multiple fluidbox connections
Replies: 2
Views: 433

[1.1.53] Pump speed exceeding maximum when multiple fluidbox connections

What If you create a custom pump entity with multiple fluidbox connections then it's possible for the pump to exceed the set transfer rate. How Someone posted a bug on my Fluidic Power mod where my power-switches, which are actually pumps, are exceeding their transfer rate. They are set to 5000 uni...
by Stringweasel
Fri Jan 21, 2022 8:59 am
Forum: Gameplay Help
Topic: looking for a nano factory
Replies: 5
Views: 592

Re: looking for a nano factory

Or one of my favourites, building an entire base in one chunk :D
https://www.reddit.com/r/factorio/comme ... e_tracker/
as seen in the Hall of Fame :P
by Stringweasel
Thu Jan 20, 2022 1:05 pm
Forum: Modding help
Topic: Read fluid in assembling machine input/output slot [control.lua][SOLVED]
Replies: 6
Views: 623

Re: Read fluid in assembling machine input/output slot [control.lua]

If you want the input/output fluid of an assembly machine I'm pretty sure you should use the fluid boxes and not the inventory.

https://lua-api.factorio.com/latest/Lua ... y.fluidbox
by Stringweasel
Wed Jan 19, 2022 10:16 am
Forum: Modding interface requests
Topic: Flag to hide entities from upgrade planner
Replies: 2
Views: 487

Re: Flag to hide entities from upgrade planner

+1

The composite power poles in Fluidic Power also suffer from this issue, and I would love to clean it up.
by Stringweasel
Thu Jan 06, 2022 1:05 pm
Forum: Ideas and Suggestions
Topic: Alerts display
Replies: 11
Views: 3521

Re: Alerts display

+1
by Stringweasel
Thu Jan 06, 2022 11:40 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 382
Views: 196630

Re: [0.17+] Space Exploration WIP

Someone on the ^^ my partner in my multiplayer game (me hosting) had the exact same issue. not sure whats up. no issues on my end as the host Good day after last update, I faced with a small problem in compability to Krastorio2 изображение_2022-01-05_154504.png On the SE Discord they said this can b...

Go to advanced search