Search found 101 matches
- Wed May 16, 2018 9:25 am
- Forum: Modding interface requests
- Topic: Call LuaLogisticNetwork.get_item_count() without item name
- Replies: 3
- Views: 1139
Re: Call LuaLogisticNetwork.get_item_count() without item name
I think it will be better to add an optional member argument for get_contents() instead.
- Tue May 15, 2018 8:01 am
- Forum: Mod portal Discussion
- Topic: Why does mod portal use Markdown?
- Replies: 8
- Views: 3007
Re: Why does mod portal use Markdown?
Ok, obviously, we need LaTeX for a brief description of the mod. %)Optera wrote:I was refering to more "advanced" formating like tables with defined text spacing, in line thumbnails or thumbnails as bullet points.
- Mon May 14, 2018 5:38 am
- Forum: Modding interface requests
- Topic: api call to get power drawed from electric network
- Replies: 3
- Views: 1389
Re: api call to get power drawed from electric network
Eh? There is a way:ownlyme wrote:but you should totally fix that there is no simple way to see if the entity is in a dead electricity network
Though it will not take into account the priority.Rseding91 wrote:You can simply read entity.energy > 0 to see if it has energy.
- Fri May 11, 2018 2:25 am
- Forum: Ideas and Suggestions
- Topic: Realtime Clock
- Replies: 1
- Views: 1171
Re: Realtime Clock
What a nice desync source it will be %)
All you need for this case is rcon command in crontab.
All you need for this case is rcon command in crontab.
- Fri May 11, 2018 2:14 am
- Forum: Modding help
- Topic: [Resolved] Connecting and Disconnecting Copper Wires
- Replies: 6
- Views: 1121
Re: Connecting and Disconnecting Copper Wires - HELP Please
It seems you are doing all this in on build handlers. But do you raise any events when creating hidden poles?
Btw neighbours do not include all possible variants, only already connected ones.
Btw neighbours do not include all possible variants, only already connected ones.
- Thu May 10, 2018 8:00 am
- Forum: Modding help
- Topic: How to set up a custom infinite research
- Replies: 11
- Views: 2651
Re: How to set up a custom infinite research
You can se handlers for on_research_finished and on_technology_effects_reset.Villfuk02 wrote:So it looks like I can't access speed or productivity. Is it at least possible to modify a global variable with a research? I could then do some stuff in control.lua
- Wed May 09, 2018 2:41 am
- Forum: Resolved Problems and Bugs
- Topic: opengl artifacts on water/sand transition
- Replies: 8
- Views: 2395
Re: opengl artifacts on water/sand transition
Well, your GL driver does not support detecting the amount of VRAM the card has so I assume it's on the driver itself to decide what to do if more is assigned than available. Generally your settings require 3GB VRAM and you need to overwrite the default settings to get this issue in the first place...
- Wed May 09, 2018 2:31 am
- Forum: Modding help
- Topic: Increases rates research
- Replies: 2
- Views: 1193
Re: Increases rates research
For labs and miners you can use "laboratory-productivity" and "mining-drill-productivity-bonus" . With crafting things are more complicated. You can create several prototypes with a single difference in speed and replace old ones on build and finish of research. It's a hacky solu...
- Sat May 05, 2018 11:26 pm
- Forum: Questions, reviews and ratings
- Topic: events.on_robot_built_entity
- Replies: 2
- Views: 1331
Re: events.on_robot_built_entity
Do you really need an accurate player? Why not to use force-wide logic? Anyway something like this could work(untested): function robot_owner(robot) local cells = robot.logistic_network.cells if #cells ~= 1 then return nil end if not cells[1].mobile then return nil end local owner = cells[1].owner i...
- Sat May 05, 2018 4:08 am
- Forum: Implemented Suggestions
- Topic: Modding Debug
- Replies: 4
- Views: 2005
Re: Modding Debug
You can write to the log file with log(). And you actually can throw an error with literally error().
- Fri May 04, 2018 11:24 pm
- Forum: Off topic
- Topic: Implementation details on the train pathfinding (same path)
- Replies: 2
- Views: 1846
Re: Implementation details on the train pathfinding (same path)
I do not know how exactly the pathfinding works in factorio, but basically you have to build the weighted graph from your railroad. The vertexes will represent intersections and possible other notable points such as stops. Weight of the edges can contain length of the section itself and stuff like a...
- Thu May 03, 2018 3:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 16379
Re: [0.16.40] Train signals no longer working
Ok, weird side effect of the signal replacement code snippet, replaced signals can't be removed. On attempt, I get the message: "Enemy structure can't be mined. " I've already edited it, for whoever used command before fix: /c for _, surf in pairs(game.surfaces) do for _, sig in pairs(sur...
- Thu May 03, 2018 12:03 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 16379
Re: [0.16.40] Train signals no longer working
Command to recreate all signals: /c for _, surf in pairs(game.surfaces) do for _, sig in pairs(surf.find_entities_filtered{name = {"rail-signal", "rail-chain-signal"}}) do local arg = {name = sig.name, position = sig.position, direction = sig.direction, force = sig.force} sig.des...
- Wed May 02, 2018 11:31 pm
- Forum: Modding help
- Topic: Iterating through entities in the loaded map
- Replies: 2
- Views: 1061
Re: Iterating through entities in the loaded map
Iterate over game.surfaces and use find_entities_filtered
- Wed May 02, 2018 10:41 pm
- Forum: Modding help
- Topic: Is it possible to create a new force?
- Replies: 2
- Views: 962
- Wed May 02, 2018 9:33 pm
- Forum: Ideas and Requests For Mods
- Topic: Trolleys a.k.a. tiny trains
- Replies: 17
- Views: 3360
Re: Trolleys a.k.a. tiny trains
Well, not impossible. But it requires to implement everything on the lua side -> large codebase and poor performance.Deadlock989 wrote:No, not "pretty difficult" - literally impossible.
- Tue May 01, 2018 9:19 am
- Forum: Implemented mod requests
- Topic: Platform-native JSON parse/encode
- Replies: 6
- Views: 2864
Re: Platform-native JSON parse/encode
Because it is more or less standard format for rpc? Although for factorio it's probably better to pass the lua table and eval it.Rseding91 wrote:Why would you ever want to JSON encode/decode inside a mod which is 100% lua?
- Tue May 01, 2018 9:08 am
- Forum: Technical Help
- Topic: Version Miss match on a linux server
- Replies: 10
- Views: 2469
Re: Version Miss match on a linux server
Eh, did you restart server?
- Tue May 01, 2018 6:14 am
- Forum: Technical Help
- Topic: [16.36] Headless Dependancy issues-Centos7
- Replies: 4
- Views: 2330
- Tue May 01, 2018 4:10 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [for 0.17][0.16.35] Inserting Uranium fuel cell in non reactor fuel slot wrong error
- Replies: 5
- Views: 2305
Re: [Rseding91] [for 0.17][0.16.35] Inserting Uranium fuel cell in non reactor fuel slot wrong error
The error shows the fuel category name which happens to be chemical for uranium fuel and the error shows the fuel category name not the fuel name. If we made it show the fuel name you'd get the same error when trying to put uranium fuel into the reactor. You could change the fuel category name in t...