Search found 400 matches

by ownlyme
Tue Aug 14, 2018 11:54 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 990625

Re: Factorio Roadmap for 0.17+

i wish they released an update every time they finished a new feature...
i also thing they confused "low priority" and "planned", especially that car handling multiplayer latency.
and where is the new laser tower?
by ownlyme
Sat Aug 11, 2018 6:39 am
Forum: Modding interface requests
Topic: flexible sprite / borderless sprite-button & other elements
Replies: 7
Views: 1896

Re: flexible sprite / borderless sprite-button & other elements

then put it on a different cpu core
also its not the only thing that makes the outlines of objects seem to lag when running/driving around. the game has some huge performance issues.
whatever, i didnt expect you to be motivated to work on it anyway, but please fix the other things.
by ownlyme
Wed Aug 08, 2018 4:17 am
Forum: Modding interface requests
Topic: flexible sprite / borderless sprite-button & other elements
Replies: 7
Views: 1896

flexible sprite / borderless sprite-button & other elements

it's quite impossible to make a gui look exactly like you imagined it. sprite: - cannot scale the image inside it, it always crops it - the image cannot be replaced, like on sprite-buttons - its quite impossible to put a label into it, like the "count" property of the sprite-buttons (you c...
by ownlyme
Wed Aug 08, 2018 4:00 am
Forum: Modding help
Topic: inconsistent gui sizes
Replies: 2
Views: 699

Re: inconsistent gui sizes

the scaleable property does not work on labels, at least not on the text inside.
by ownlyme
Sun Aug 05, 2018 3:17 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 81228

Re: Friday Facts #254 - No research queue for you

dont remove the research queue!
if it's really such a big issue, add a flat box above the research box that shows previous unlocked technologies.
BUT DONT REMOVE IT, AT ANY COST!
by ownlyme
Sun Aug 05, 2018 3:10 pm
Forum: Modding interface requests
Topic: flexible lamps
Replies: 3
Views: 1225

flexible lamps

there should be an api to switch lamps between "always on", "always off" and "auto".
also you should be able to set the color via api.
additionally, you should be able to remove the power consumption (at least via prototype)
by ownlyme
Sun Aug 05, 2018 4:03 am
Forum: Implemented mod requests
Topic: hide item signals
Replies: 6
Views: 1822

hide item signals

when you use a dummy fluid for a transformer for example, the fluid (and the steam) show up in combinator menus.
in my mod, this results in 10 useless signals taking up space in the menu.
maybe you could add that the "hidden" flag also hides the signals from combinators.
by ownlyme
Sun Aug 05, 2018 3:42 am
Forum: Won't implement
Topic: Optional power grid requirement for ammo-turret entities
Replies: 2
Views: 1221

Re: Optional power grid requirement for ammo-turret entities

you could periodically check if the rotation is not north/east/west/south or shooting target is not nil, and when there is not enough energy you set the turret to active = false, though this would probably be a total ups nightmare..
by ownlyme
Wed Aug 01, 2018 7:22 pm
Forum: Modding interface requests
Topic: gui element x/y position ++ graph element
Replies: 7
Views: 2006

Re: gui element x/y position ++ graph element

a graph element would be really awesome!
thank you
by ownlyme
Tue Jul 31, 2018 10:25 pm
Forum: Modding interface requests
Topic: gui element x/y position ++ graph element
Replies: 7
Views: 2006

gui element x/y position ++ graph element

graph element: It would be nice if we had a gui element for graphs, like the one you are using for the electricity network i suggest it would have the properties value (table with value assignments x->y), min value (lower end of the scale), max value (upper end of the scale), color and line thicknes...
by ownlyme
Tue Jul 31, 2018 4:52 pm
Forum: Modding help
Topic: inconsistent gui sizes
Replies: 2
Views: 699

inconsistent gui sizes

I noticed that the gui is heavily affected by the window size of the game.
For example you set the maximal and minimal_width and height of an element to 100, change the window size and create another one - the size of the new gui element will be different
by ownlyme
Tue Jul 31, 2018 9:00 am
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 31726

Re: Friday Facts #253 - Fans & Fun

**** yes!
already started to believe it was clickbait when you announced the new laser towers.
now i have hope again.
hope the beams glow in the night.

btw: the beam gets rendered above the cannon
by ownlyme
Mon Jul 30, 2018 3:09 am
Forum: Modding help
Topic: test,_ = next(game.players,test) only returns __self?
Replies: 6
Views: 1346

test,_ = next(game.players,test) only returns __self?

i really can't figure out what i'm doing wrong.
if i use for test,_ in pairs(game.players) it works fine

see for yourself:
/c test,_ = next(game.players,test) game.players[1].print(test)
returns __self and nil

i can only assume the engine struggles with this way of iterating...
by ownlyme
Sun Jul 29, 2018 11:24 pm
Forum: Modding help
Topic: spriteelement.sprite ... can only be used on sprite-button?
Replies: 0
Views: 405

spriteelement.sprite ... can only be used on sprite-button?

i have a table with 4000 entries for a graph and want to replace single sprites with different colors, but i cant change the sprite of a "sprite" element, it says it only works with sprite-buttons. i cant regenerate the whole table because it lags half a second. maybe a way to remove the p...
by ownlyme
Sat Jul 28, 2018 5:24 pm
Forum: Modding interface requests
Topic: define input/output on storage tanks
Replies: 2
Views: 976

Re: define input/output on storage tanks

the cooling is already scripted,
i think the input and output fluid boxes might be too small, but i will try it
by ownlyme
Sat Jul 28, 2018 5:17 pm
Forum: Won't implement
Topic: gui/cursor pos, player.opened, pl. zoom , bonus_progress
Replies: 1
Views: 947

gui/cursor pos, player.opened, pl. zoom , bonus_progress

1. set gui position: i want to make a tooltip when you hover entities, but i couldn't find the position parameters in luagui 2. reading player.cursor_position: i assume there is also no api for cursor coordinates or something like that? well i can still put it at the right border of the screen if #1...
by ownlyme
Sat Jul 28, 2018 4:51 pm
Forum: Modding help
Topic: player.zoom
Replies: 5
Views: 2737

Re: player.zoom

there should be a way to make it readable.
would be a helpful api with many use cases (mainly workarounds for other things that don't work)
by ownlyme
Sat Jul 28, 2018 4:50 pm
Forum: Modding help
Topic: gui position? how to make entity tooltips? player.opened?
Replies: 0
Views: 573

gui position? how to make entity tooltips? player.opened?

1. i want to make a tooltip when you hover entities, but i couldn't find the position parameters in luagui 2. i assume there is also no api for cursor coordinates or something like that? well i can still put it at the right border of the screen if #1 works 3. an alternative would be to use floating ...
by ownlyme
Thu Jul 26, 2018 6:27 pm
Forum: Modding interface requests
Topic: define input/output on storage tanks
Replies: 2
Views: 976

define input/output on storage tanks

i was looking for alternatives to script the cooling system on nuclear reactors so i got the idea to divide the storage tank into two -> fresh water and warm water, which gets heated and moved via script. the main reason for this new input output definition is to tell players with blue arrows where ...

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