NESTT. Seen it.
I'm going from scratch. Doing each part as a separate mod as they each have their own utility. Easy enough to then mix together later.
Search found 73 matches
- Sat Nov 30, 2019 1:06 pm
- Forum: Ideas and Requests For Mods
- Topic: Trainline - a mod fantasy
- Replies: 4
- Views: 1582
- Sat Nov 30, 2019 3:00 am
- Forum: Ideas and Requests For Mods
- Topic: Trainline - a mod fantasy
- Replies: 4
- Views: 1582
Re: Trainline - a mod fantasy
The train line part is simple enough. https://mods.factorio.com/mod/central_rails I'm thinking of adding ruined track as an option with some extra smarts. A locomotive placing rails is actually part of my overall goal for a bunch of my mods. Mining wagon and factory wagon are already both in develop...
- Fri Nov 29, 2019 10:33 pm
- Forum: Ideas and Requests For Mods
- Topic: Chest with requested items
- Replies: 2
- Views: 1315
Re: Chest with requested items
Sounds like a good idea.
- Fri Nov 29, 2019 5:10 am
- Forum: Mods
- Topic: [0.17+] Central Rails
- Replies: 27
- Views: 8265
Re: [0.17+] Central Rails
0.0.10 up.
rail signal spacing added. defaults to 30. minimum 2.
power pole spacing limit increased to 32. defaults to 30.
rail signal spacing added. defaults to 30. minimum 2.
power pole spacing limit increased to 32. defaults to 30.
- Sat Nov 23, 2019 5:43 am
- Forum: Modding help
- Topic: [bug] luaTrain insert_fluid remove_fluid not working as expected
- Replies: 5
- Views: 1299
Re: luaTrain insert_fluid remove_fluid not working as expected
Ok having looked at this further, I'll treat luatrain's insert_fluid/remove_fluid methods as defective.
- Wed Nov 20, 2019 9:45 am
- Forum: Modding help
- Topic: [bug] luaTrain insert_fluid remove_fluid not working as expected
- Replies: 5
- Views: 1299
Re: luaTrain insert_fluid remove_fluid not working as expected
https://lua-api.factorio.com/0.17.79/Concepts.html#Fluid you have "type" when it should be "name" Well that helped with getting rid of the error message. Cheers for that, so luaTrain's documentation still needs a nudge, but I can't get the fluid to insert into the train. I can d...
- Wed Nov 20, 2019 3:22 am
- Forum: Modding help
- Topic: [bug] luaTrain insert_fluid remove_fluid not working as expected
- Replies: 5
- Views: 1299
[bug] luaTrain insert_fluid remove_fluid not working as expected
Hi all, I'm trying to use luaTrain.insert_fluid and luaTrain.remove_fluid. The documentation for luaTrain isn't helping me. The insert_fluid doesn't have the parameter documented... https://lua-api.factorio.com/latest/LuaTrain.html#LuaTrain.insert_fluid (version 0.17.79) I've tried passing in a flui...
- Mon Aug 12, 2019 5:09 am
- Forum: Modding help
- Topic: How to create blueprintable item?
- Replies: 5
- Views: 1313
Re: How to create blueprintable item?
This was where I was headed, thanks.
I'm updating all my mods after hiatus and some new ideas require blueprinting I've never really investigated.
I'm updating all my mods after hiatus and some new ideas require blueprinting I've never really investigated.
- Sat Aug 10, 2019 1:22 am
- Forum: Modding help
- Topic: How to create blueprintable item?
- Replies: 5
- Views: 1313
Re: How to create blueprintable item?
Theres no general answer other than "put your data into the existing entity state and have it blueprinted that way" is there?
Eg if I had an assembler that fails every x seconds and needs to store that into the blueprint.id need to encode that into the existing assembler somehow. Right?
Eg if I had an assembler that fails every x seconds and needs to store that into the blueprint.id need to encode that into the existing assembler somehow. Right?
- Sat Aug 10, 2019 12:59 am
- Forum: Modding help
- Topic: How to create blueprintable item?
- Replies: 5
- Views: 1313
How to create blueprintable item?
Lets say i have a machine on map, eg a fancy kind of modded combinator.
How do i enable it for blueprinting so its state is kept in a blueprint in the usual way?
Its state might be complex such as a chunk of its own state.
How do i enable it for blueprinting so its state is kept in a blueprint in the usual way?
Its state might be complex such as a chunk of its own state.
- Fri Aug 02, 2019 5:03 am
- Forum: Ideas and Requests For Mods
- Topic: Rail Signal Semaphores
- Replies: 3
- Views: 1426
Re: Rail Signal Semaphores
Might be fun to have an alternative signal. Good diversion at least.
- Thu Jun 27, 2019 11:02 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: Allow organizing train stops into a hierarchy with "folders"
- Replies: 7
- Views: 1995
Re: Suggestion: Allow organizing train stops into a hierarchy with "folders"
I use different prefixes for train stops to group by purpose or general area based on x,y position. A spreadsheet for naming trainstops or similar automated solution makes this easier.
This is why I usually export all train stops to CSV, edit them in bulk, then re-import them back in.
This is why I usually export all train stops to CSV, edit them in bulk, then re-import them back in.
- Sat Jun 22, 2019 1:30 pm
- Forum: Won't implement
- Topic: Canvas gui element
- Replies: 8
- Views: 2885
Re: Canvas gui element
My plan exactly. I need high contrast text and a way to draw graphs. So Plan B it is.eradicator wrote: βSat Jun 22, 2019 1:02 pmUse a camera gui element on a black surface. Then use LuaRendering to draw to that surface *cough*. I need to go now.
- Sat Jun 22, 2019 12:56 am
- Forum: Won't implement
- Topic: Canvas gui element
- Replies: 8
- Views: 2885
Canvas gui element
I'd like to draw graphs and arbitrary lines in a canvas like gui element.
Use it for utilisation, custom shapes, lines circles etc. Essentially I'd like to have the equivalent of the luarendering API but instead targetting an gui element to draw into.
Use it for utilisation, custom shapes, lines circles etc. Essentially I'd like to have the equivalent of the luarendering API but instead targetting an gui element to draw into.
- Fri Jun 21, 2019 9:27 pm
- Forum: Modding help
- Topic: Please help me figure out why vehicles are invincible?- multiplayer server - newest experimental - mods in post.
- Replies: 2
- Views: 815
Re: Please help me figure out why vehicles are invincible?- multiplayer server - newest experimental - mods in post.
Might be Oarcs multiplayer spawn.
- Mon Jun 17, 2019 6:09 am
- Forum: Wiki Talk
- Topic: Wiki out of memory?
- Replies: 2
- Views: 2605
Re: Wiki out of memory?
Hi all! Using wiki i got this error many time, with different browsers and restaring the pc: Fatal error: Out of memory (allocated 2097152) (tried to allocate 290816 bytes) in /var/www/wiki.factorio.com/includes/libs/rdbms/database/DatabaseMysqli.php on line 220 Is my fault or wiki don't working ri...
- Wed May 29, 2019 1:47 pm
- Forum: General discussion
- Topic: Compilatron? How..?
- Replies: 4
- Views: 1921
Re: Compilatron? How..?
But... It would be nice if it was accessible to modders, along with the ability to create new tutorials / campaigns. The campaigns/tutorials have been written in Lua since forever, so everything they do is also possible for mods/scenarios. Compilatron is an entity like an other and as such also &qu...
- Fri May 24, 2019 12:27 pm
- Forum: Mods
- Topic: [0.17+] Central Rails
- Replies: 27
- Views: 8265
Re: [0.17+] Central Rails
0.0.9 up. first attempt at surface tile interpolation: beats grass-1.
- Tue May 21, 2019 12:33 pm
- Forum: Modding help
- Topic: [bug?] luaguielement textfield and style.horizontal_align
- Replies: 2
- Views: 837
Re: luaguielement textfield and style.horizontal_align
Try aligning it left. Make the amount of text longer than what fits. Different examples: /c local t = game.players[1].gui.left.add{name="sometextfield",text="L12345678901234567890C123456789012344567890R",type="textfield"} ; t.style.horizontal_align="left"; t.s...
- Tue May 21, 2019 7:13 am
- Forum: Modding help
- Topic: [bug?] luaguielement textfield and style.horizontal_align
- Replies: 2
- Views: 837
[bug?] luaguielement textfield and style.horizontal_align
My test code shows that textfield ignores style.horizontal_align.
Is this correct / expected behavior?
Is this correct / expected behavior?