Search found 315 matches
- 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...
- 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
- 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...
- 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&...
- Thu Dec 14, 2023 6:44 pm
- Forum: Implemented for 2.0
- Topic: LuaEntity::custom_state_string
- Replies: 3
- Views: 613
- 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...
- 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
- 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.
- 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 ...
- 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...
- 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,...
- 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
Guess this is more of a Modding Request then to allow the rail prototype to specify the map colour
- 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...
- 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...
- Thu Nov 09, 2023 1:03 pm
- Forum: Releases
- Topic: Version 1.1.95
- Replies: 8
- Views: 6694
Re: Version 1.1.95
I do understand the reason why they are added. I'm curious what they added.AugustoResende wrote: ↑Wed Nov 08, 2023 9:55 pmIf 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
- 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...
- 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.
- 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!
- 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...
- 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,...