Search found 400 matches

by ownlyme
Tue Jul 24, 2018 4:05 pm
Forum: Modding interface requests
Topic: signal sorting/order property
Replies: 11
Views: 2783

Re: signal sorting/order property

at least group them by type: virtual, fluid, item.
or: they all have an index, why not use that (at least on the combinator itself)

this is a huge deal without any real workarounds.
hotfix pls...
by ownlyme
Sun Jul 22, 2018 4:59 pm
Forum: Modding help
Topic: hidden entities + inserters
Replies: 5
Views: 961

Re: hidden entities + inserters

and how long till 0.17? i'm already thrilled for it since you announced the new laser towers, and even more since you announced the new interface..
that was half a year ago^^
by ownlyme
Sun Jul 22, 2018 4:10 pm
Forum: Modding help
Topic: hidden entities + inserters
Replies: 5
Views: 961

hidden entities + inserters

is there any way to make a prototype ignored by inserters?
(except making collision size 0x0, because it messes up the heat pipes)
by ownlyme
Sat Jul 21, 2018 8:58 pm
Forum: Modding help
Topic: invisible floor with movement speed modifier?
Replies: 11
Views: 2268

Re: invisible floor with movement speed modifier?

https://forums.factorio.com/viewtopic.php?f=25&t=23470 second last post but i dunno why you would use that now that there is a wire hiding property i assume by scripting you mean comparing the player position with all the positions of my tiles? unless i can merge those zones that would be quite ...
by ownlyme
Sat Jul 21, 2018 10:17 am
Forum: Modding help
Topic: invisible floor with movement speed modifier?
Replies: 11
Views: 2268

Re: invisible floor with movement speed modifier?

okay cool,
about my hidden concrete question:
i found this:
find_tiles_filtered{…, has_hidden_tile=…
what's this hidden tile? would that be the solution to my problem?

btw: if a prototype has some unusual properties, why not put them into the factorio-data-master on github?
by ownlyme
Sat Jul 21, 2018 6:53 am
Forum: Modding help
Topic: invisible floor with movement speed modifier?
Replies: 11
Views: 2268

Re: invisible floor with movement speed modifier?

eradicator wrote:(As far as i know you can hide power wires per entity in the current version if they look ugly.)
How would you do that? i just found a hack that involves spawning them on another surface
by ownlyme
Fri Jul 20, 2018 9:19 pm
Forum: Modding help
Topic: invisible floor with movement speed modifier?
Replies: 11
Views: 2268

Re: invisible floor with movement speed modifier?

i saw a movement speed modifier on some trivial smoke prototypes, but it probably won't affect vehicles.
does that even work? i tried spawning one of them and either they are invisible or dont work..
by ownlyme
Fri Jul 20, 2018 8:39 pm
Forum: Modding help
Topic: invisible floor with movement speed modifier?
Replies: 11
Views: 2268

Re: invisible floor with movement speed modifier?

oh i really can hide power wires? i thought that was impossible...
thanks, gonna try that out.
the problem with the tiles is that i need some kind of movement speed modifier, but basically you should still be able to see what ever is below it
by ownlyme
Fri Jul 20, 2018 3:54 am
Forum: Modding help
Topic: invisible floor with movement speed modifier?
Replies: 11
Views: 2268

invisible floor with movement speed modifier?

when i replace all the graphics with invisible ones, something like a black hole is created, it uses whatever has been displayed there before. I even tried it with the vanilla prototype by making all the concrete graphics transparent, but didn't help. background: i'm working on a powered floor mod, ...
by ownlyme
Fri Jul 20, 2018 2:59 am
Forum: Modding interface requests
Topic: Modding Hackes
Replies: 4
Views: 1390

Re: Modding Hackes

+1 from me.. for my current project i already need 5 entities per floor tile (powered floor, size 2x2 with transparent edges): - power pole - turbine - lamp (glow at night) - movement speed modifier (no idea how to do that yet, using invisible tiles causes graphics glitches) - displayed floor (2x2 s...
by ownlyme
Wed Jul 18, 2018 10:44 pm
Forum: Desyncs with mods
Topic: [0.16.36] Desync report on dedicated server with 3 players
Replies: 7
Views: 3492

Re: [0.16.36] Desync report on dedicated server with 3 players

wow, it really works! (Oo) i thought it was because the energy network wasn't synced and by removing the power pole players would have different states of the internal electric buffer and caused the checksum error due to the entity creation. Thank you very much and sorry for what i said about moddin...
by ownlyme
Wed Jul 18, 2018 10:27 pm
Forum: Desyncs with mods
Topic: [0.16.36] Desync report on dedicated server with 3 players
Replies: 7
Views: 3492

Re: [0.16.36] Desync report on dedicated server with 3 players

i rather write a 3 line desync mod to demonstrate to the devs how awful their mod support is.
otherwise i dont give a fk, im not playing the game in multiplayer myself anyway.
by ownlyme
Tue Jul 17, 2018 1:55 am
Forum: Modding interface requests
Topic: signal sorting/order property
Replies: 11
Views: 2783

Re: signal sorting/order property

i guess my request was a bit vague.
i was hoping you could add a property to sort the signals on combinators and power poles.
this would be very useful if you have signals that get updated very quickly and jump between high and low/zero values.
by ownlyme
Tue Jul 17, 2018 12:13 am
Forum: Desyncs with mods
Topic: [0.16.36] Desync report on dedicated server with 3 players
Replies: 7
Views: 3492

Re: [0.16.36] Desync report on dedicated server with 3 players

i really have no idea what causes the desyncs. Now i have another guy telling me his game desyncs when the shields loose power. I tested it and can verify it. it only happens when the shields have been fully charged though. (no shield bar displayed) This is what the mod does at that point: The on_ti...
by ownlyme
Mon Jul 16, 2018 4:25 pm
Forum: Modding interface requests
Topic: signal sorting/order property
Replies: 11
Views: 2783

Re: signal sorting/order property

nope, they are sorted by value
by ownlyme
Mon Jul 16, 2018 4:23 pm
Forum: Won't implement
Topic: circuit interface for all prototypes
Replies: 1
Views: 1181

circuit interface for all prototypes

Many modders (including me) are having problems making wires blueprintable due to script-created entities.
It would be nice if it was possible to add the connections to any entity and give it a custom luacontrolbehaviour to control the output signals via script.
by ownlyme
Sun Jul 15, 2018 9:01 pm
Forum: Modding interface requests
Topic: signal sorting/order property
Replies: 11
Views: 2783

signal sorting/order property

it would be nice if somewhere (in the prototype, or in the control) you could set an order string for a signal, if it has such a string, simply put it in the front or at the end, and sort it with other signals that also have an order string.
by ownlyme
Sat Jul 14, 2018 4:52 pm
Forum: Modding interface requests
Topic: R/W temps of reactors, etc or R/W consumption,burner.efficie
Replies: 4
Views: 1428

Re: R/W temps of reactors, etc or R/W consumption,burner.efficie

i discovered that i could manipulate efficiency by constantly updating remaining_burning_fuel, but there is no way to change the consumption
by ownlyme
Thu Jul 12, 2018 4:24 pm
Forum: Modding interface requests
Topic: R/W temps of reactors, etc or R/W consumption,burner.efficie
Replies: 4
Views: 1428

Re: R/W temps of reactors, etc or R/W consumption,burner.efficie

yeah but doesnt work on reactors, at least the displayed temperature on the entity resets to 15, even if you immediately set its "temperature" to the old value after replacing it. it rises again within 1 second to its old value but at the pace we are replacing it the temperature is just ju...

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