Search found 128 matches

by shanemadden
Mon Jul 30, 2018 4:06 pm
Forum: Ideas and Suggestions
Topic: Feature: Place trains on track with automation
Replies: 5
Views: 3262

Re: Feature: Place trains on track with automation

This isn't quite what you're asking for but might fit your needs https://mods.factorio.com/mod/train-scaling
by shanemadden
Wed Jul 25, 2018 11:34 pm
Forum: Resolved Problems and Bugs
Topic: Crash on LuaEntity.get_train_stop_trains() + train change
Replies: 1
Views: 3799

Crash on LuaEntity.get_train_stop_trains() + train change

I've found a specific case where a call to get_train_stop_trains() will cause a crash with specific conditions from a mod.

Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-rlyqnq\libraries\stackwalker\stackwalker.cpp (924): StackWalker ...
by shanemadden
Thu Jul 12, 2018 6:26 am
Forum: Modding interface requests
Topic: on_mod_item_opened - add clicked LuaItemStack to event?
Replies: 2
Views: 1601

Re: on_mod_item_opened - add clicked LuaItemStack to event?

eradicator wrote:What value does player.opened have during the event? It should point at the ItemStack according to API doc.
Unfortunately, seems to be nil.
by shanemadden
Thu Jul 12, 2018 2:16 am
Forum: Modding interface requests
Topic: on_mod_item_opened - add clicked LuaItemStack to event?
Replies: 2
Views: 1601

on_mod_item_opened - add clicked LuaItemStack to event?

Currently in on_mod_item_opened, the event handler only exposes which item prototype got the click, but there isn't any way to determine which individual item in the inventory the player clicked on.

Would it be possible to include the LuaItemStack that was right-clicked to trigger the event in ...
by shanemadden
Fri Jun 29, 2018 2:39 pm
Forum: Modding interface requests
Topic: Generic train carriage direction in train
Replies: 2
Views: 1424

Re: Generic train carriage direction in train

That's going to be a really useful improvement over how I'm doing some of the "make new copy from template train" process now, but I'm not sure if it's going to help for this specific case of keeping the new train car facing the same way relative to the rest of the train (as the template might be on ...
by shanemadden
Wed Jun 27, 2018 3:20 pm
Forum: Modding interface requests
Topic: Generic train carriage direction in train
Replies: 2
Views: 1424

Generic train carriage direction in train

When looking at all the carriages on a LuaTrain, you can tell which of the locomotive carriages are facing backward or forward by checking which .locomotives array they're present in, but for the remaining carriages the best way I can find to determine their current facing is to compare .orientation ...
by shanemadden
Wed Jun 27, 2018 3:05 pm
Forum: Implemented mod requests
Topic: Rail LuaEntity - query rail block state
Replies: 3
Views: 2087

Rail LuaEntity - query rail block state

When looking at a rail entity, as far as I can tell the best way to get the state of the train block is to find a signal entity with find_entities_filtered to check its
defines.signal_state. I have a new mod https://mods.factorio.com/mod/train-scaling that builds trains on demand, and it'd be great ...
by shanemadden
Wed May 30, 2018 1:57 am
Forum: Tools
Topic: Carpet Bombing Script
Replies: 7
Views: 10166

Re: Carpet Bombing Script

by shanemadden
Fri May 25, 2018 3:05 pm
Forum: Implemented mod requests
Topic: on_player_rotated_entity - prior direction?
Replies: 1
Views: 1136

on_player_rotated_entity - prior direction?

I have a case where it would be useful to know which direction an entity was rotated in (clockwise or counterclockwise). Would it be relatively simple to add a new parameter to on_player_rotated_entity to indicate either the entity's .direction previous to the successful rotation, or the direction ...
by shanemadden
Fri May 25, 2018 3:01 pm
Forum: Implemented mod requests
Topic: choose-elem-button type filtering
Replies: 2
Views: 1892

Re: choose-elem-button type filtering

This would be handy - I'd like to add that it might be nice to be able to send a filter with individual (items/recipes/etc) in addition to setting types as filters.
by shanemadden
Wed May 16, 2018 8:53 pm
Forum: Ideas and Suggestions
Topic: Tank or bulldozer ?
Replies: 8
Views: 5784

Re: Tank or bulldozer ?

I did a quick fix for the bulldozer mod for 0.16, for those interested: viewtopic.php?f=190&t=16151&p=362994#p362994
by shanemadden
Wed May 16, 2018 8:52 pm
Forum: Mods
Topic: [0.12.0] Bulldozer
Replies: 11
Views: 14337

Re: [0.12.0] Bulldozer

Update for 0.16:

--- bulldozer_1.3.4/bulldozer.lua
+++ bulldozer_1.3.5/bulldozer.lua
@@ -56,7 +56,7 @@
["unit-spawner"]=true, player=true, decorative=true, resource=true, smoke=true, explosion=true,
corpse=true, particle=true, ["flying-text"]=true, projectile=true, ["particle-source"]=true ...
by shanemadden
Tue May 15, 2018 6:26 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 383490

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

A minor addendum to the advantages of locals: in addition to avoiding the potential for other mods stepping on your variables, there's some slight performance advantages to local variables.

A handy way to check for where all you're using globals in a file with the luac executable.

Find all the ...
by shanemadden
Mon May 07, 2018 1:12 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 383490

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

The minimap color option is a great idea, thanks a lot for adding that!

After giving mrvn's use case/expected behavior some thought, I think I have one more improvement for belt-snapping mode, if you're up for another tweak. I think it makes it a little more consistent feeling - this way, both belt ...
by shanemadden
Thu Apr 26, 2018 4:05 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 383490

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Last I checked the logic is that the items flow in the direction the belt is running. In your gif you rotate the loader by 180° and then place it with the belt flowing into the stacker. Simply skip the rotating and it should work right already with less key presses. Loaders could use a mini ...
by shanemadden
Wed Apr 25, 2018 6:27 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 383490

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Deadlock989 wrote:Will publish this when the broken icons are fixed with 0.16.38's release.
Looks great - thanks again!
by shanemadden
Tue Apr 24, 2018 7:16 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 383490

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

After I gave it a little more thought, it might be nice to keep two separate options (belt snapping and inventory snapping, with both "ends" of inventory snapping collapsed into the same option so there aren't three?), which would allow for the flow of "build everything in order and it's all facing ...
by shanemadden
Tue Apr 24, 2018 5:27 pm
Forum: Modding help
Topic: choose-elem-button type filtering
Replies: 1
Views: 1007

Re: choose-elem-button type filtering

I'd like to have this ability as well, and I don't believe that it's possible currently. Might want to move this to the modding interface requests forum?
by shanemadden
Tue Apr 24, 2018 5:13 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 383490

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

I'm adding shanemadden's belt-facing snapping to Compact Loaders (see several posts back). But I'm not keen on adding a third config option for snapping, it's over-complex and I can't think of a good reason for that much fine control. I'm currently minded to have just a single option for snapping ...
by shanemadden
Sun Apr 22, 2018 10:20 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 383490

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

The thing that I was thinking would make snapping smoother for my use (though I'm unsure if it'd resolve Anson's issue): check for neighbor belt-type entities instead of just looking for inventory-having entities, and use the belt's orientation to determine loader mode (belt facing into the belt-end ...

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