Search found 128 matches
- 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
- 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 ...
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-rlyqnq\libraries\stackwalker\stackwalker.cpp (924): StackWalker ...
- 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?
Unfortunately, seems to be nil.eradicator wrote:What value does player.opened have during the event? It should point at the ItemStack according to API doc.
- 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 ...
Would it be possible to include the LuaItemStack that was right-clicked to trigger the event in ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- Wed May 30, 2018 1:57 am
- Forum: Tools
- Topic: Carpet Bombing Script
- Replies: 7
- Views: 10166
Re: Carpet Bombing Script
For those looking for a mod: https://mods.factorio.com/mod/artillery ... ent-remote
- 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 ...
- 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.
- 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
- 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 ...
--- 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 ...
- 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 ...
A handy way to check for where all you're using globals in a file with the luac executable.
Find all the ...
- 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 ...
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 ...
- 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 ...
- 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)
Looks great - thanks again!Deadlock989 wrote:Will publish this when the broken icons are fixed with 0.16.38's release.
- 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 ...
- 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?
- 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 ...
- 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 ...