Search found 315 matches

by Stringweasel
Thu Jan 11, 2024 3:18 pm
Forum: Documentation Improvement Requests
Topic: More information on game.set_game_state
Replies: 1
Views: 238

More information on game.set_game_state

https://lua-api.factorio.com/latest/classes/LuaGameScript.html#set_game_state There is very limited information about this command in the docs, and I thought it might be useful to add some after creating Better Victory Screen . I would propose something like: game_finished: Triggers the "Game F...
by Stringweasel
Wed Jan 10, 2024 4:52 pm
Forum: Ideas and Suggestions
Topic: QoL request: Train Station Labels
Replies: 3
Views: 392

Re: QoL request: Train Station Labels

Could be cool if the name was shown in the tooltip
by Stringweasel
Tue Jan 09, 2024 7:03 am
Forum: Modding discussion
Topic: Best practices for setting player speed?
Replies: 2
Views: 288

Re: Best practices for setting player speed?

Hello! Not sure about the running_speed_modifier. Might be if other mods might change it after you do. A trick you can use is to add an invisible sticker to the character. Similar to what slow-down capsules do, except to increase speed. The tricky part is managing it though. Is it automatically crea...
by Stringweasel
Fri Jan 05, 2024 12:33 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 23922

Re: Friday Facts #392 - Parametrised blueprints

Can't wait to use this in bot-malls and train stations! I do have two questions though: What happens when you specify 3 parameterized ingredients, but the recipe only has two? My hope would be that the third is silently ignored. Can you please turn the tiny checkmark button into a big "Confirm&...
by Stringweasel
Wed Dec 13, 2023 10:53 am
Forum: Modding interface requests
Topic: Exclude entity from mining productivity
Replies: 7
Views: 766

Re: Exclude entity from mining productivity

I was looking into this for Biter Power as well where I didn't want the Egg Extractors to be affected by mining productivity. I left it be though, because thematically it still works in my case, it just made scaling the "mining rate" harder. If possible I would still change it back to a fl...
by Stringweasel
Wed Dec 06, 2023 2:27 pm
Forum: Ideas and Suggestions
Topic: Better victory GUI
Replies: 8
Views: 2287

Re: Better victory GUI

I made a mod to implement some an example victory screen with more focus on automation and some interesting information. I think it came out quite nicely :)

Image
by Stringweasel
Wed Dec 06, 2023 10:08 am
Forum: Documentation Improvement Requests
Topic: on_player_placed_equipment does not equipment is inserted by script
Replies: 5
Views: 533

Re: on_player_placed_equipment does not equipment is inserted by script

A note that might fit the context better is:
Note: To catch all possible interactions with an equipment grid use on_equipment_inserted.
by Stringweasel
Wed Dec 06, 2023 9:15 am
Forum: Documentation Improvement Requests
Topic: on_player_placed_equipment does not equipment is inserted by script
Replies: 5
Views: 533

Re: on_player_placed_equipment does not equipment is inserted by script

I understand and agree that it should be evident by the name that it doesn't support scripted events. And adding a note just for this little instance is a gray area at best if it's needed or not. If this won't be added that's completely fine. It depends on the goal of the docs, and how much clutter ...
by Stringweasel
Tue Dec 05, 2023 1:41 pm
Forum: Documentation Improvement Requests
Topic: on_player_placed_equipment does not equipment is inserted by script
Replies: 5
Views: 533

on_player_placed_equipment does not equipment is inserted by script

Some modders might use on_player_placed_equipment as the catch-all event to keep track of equipment changes. However, this might be misleading because it does not handle cases where equipment is changed through script, which is not explicitly mentioned in the docs. Modders might also be more incline...
by Stringweasel
Sat Nov 18, 2023 8:22 am
Forum: Ideas and Suggestions
Topic: [SA] Turret modes and defensive designs
Replies: 2
Views: 350

Re: Idea for factorio space expansion: Turret modes and defensive designs

It's likely that Space Age's turret will be similar to Space Exploration where only astroids that will hit your ship (or get close) will be targetted. Turret zones would be useful though to not let all turrets fire at the same astroid, and ignore others. But the effect of this will be small I think,...
by Stringweasel
Sat Nov 11, 2023 6:25 pm
Forum: Fixed for 2.0
Topic: [1.1.94] Custom rail map colour doesn't work
Replies: 3
Views: 570

Re: [1.1.94] Custom rail map colour doesn't work

Ah yes, that does work. But unfortunately that of course changes all rail colours regardless of prototype.

Guess this is more of a Modding Request then to allow the rail prototype to specify the map colour :)
by Stringweasel
Sat Nov 11, 2023 1:12 pm
Forum: Fixed for 2.0
Topic: [1.1.94] Custom rail map colour doesn't work
Replies: 3
Views: 570

[1.1.94] Custom rail map colour doesn't work

What The custom map colour for a rail (straight or curved) is ignored. Expected behaviour That the map colour of a rail will change if I set the map_colour in the prototype Reproduction steps Place this in data.lua local red = {1, 0, 0, 1} data.raw["straight-rail"]["straight-rail&quo...
by Stringweasel
Thu Nov 09, 2023 1:33 pm
Forum: Releases
Topic: Version 1.1.95
Replies: 8
Views: 6694

As a programmer myself I'm curious what exactly you mean here. I understand the part that different platforms do floating point operations differently, and they might have different results. And because Factorio is deterministic it's very important that all calculations always result in exactly the...
by Stringweasel
Thu Nov 09, 2023 1:03 pm
Forum: Releases
Topic: Version 1.1.95
Replies: 8
Views: 6694

Re: Version 1.1.95

AugustoResende wrote:
Wed Nov 08, 2023 9:55 pm
If you play in a Linux machine (x86) and your friend is playing in a M1 Mac Os, without this fix in some cases could occur a multiplayer desync because of different fload calculations
I do understand the reason why they are added. I'm curious what they added. :)
by Stringweasel
Wed Nov 08, 2023 1:34 pm
Forum: Releases
Topic: Version 1.1.95
Replies: 8
Views: 6694

Re: Version 1.1.95

This experimental version also contains cross-platform checks for x86 vs arm floating point conversions. x86 and arm do floating point conversions differently and if we don't handle it correctly on the C++ side it results in different values which results in multiplayer desyncs. As a programmer mys...
by Stringweasel
Sat Nov 04, 2023 2:06 pm
Forum: Documentation Improvement Requests
Topic: Projectile behaviour when homing (and not)
Replies: 1
Views: 264

Re: Projectile behaviour when homing (and not)

Also, https://lua-api.factorio.com/latest/typ ... #max_range
This is the maximum range this projectile will travel after which it will expire.
by Stringweasel
Fri Nov 03, 2023 9:59 am
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 20239

Re: Comments on Deciders, possibly other entities

Didn't even notice that. Epic!
by Stringweasel
Fri Nov 03, 2023 9:50 am
Forum: Documentation Improvement Requests
Topic: Projectile behaviour when homing (and not)
Replies: 1
Views: 264

Projectile behaviour when homing (and not)

Just some information that I figured out which cost me an few headscratches, which could be part of the documentation for https://lua-api.factorio.com/latest/prototypes/ProjectilePrototype.html. I believe this could be part of the general description at the top. Projectiles have two modes, homing, o...
by Stringweasel
Wed Oct 25, 2023 7:03 am
Forum: Gameplay Help
Topic: Deconstruction train signals causes heavy lag
Replies: 3
Views: 680

Re: Deconstruction train signals causes heavy lag

It's a known issue that when modifying a massive rail network causes big lag spikes. IIRC this is because every time you place or remove a single rail then the entire rail network is recalculated, which means every train needs to recalculate it's path. This takes a long time, thus causes lag spikes,...

Go to advanced search