Search found 1650 matches
- Thu Oct 24, 2019 6:24 am
- Forum: Ideas and Requests For Mods
- Topic: Mod to log circuit signals into the file
- Replies: 7
- Views: 1404
Re: Mod to log circuit signals into the file
Thank you for this listing, and... what to do next? I've never run any code in Factorio before. Give me please further instructions or some topic to read. Go into console mode with the shortcut defined in Settings -> Control settings --> Basic interaction under "Toggle chat (and Lua console)&q...
- Thu Oct 24, 2019 5:33 am
- Forum: Gameplay Help
- Topic: Railway help
- Replies: 7
- Views: 1955
Re: Railway help
CS for chain signals
S for normal signals
S for normal signals
- Tue Oct 22, 2019 8:54 pm
- Forum: Implemented mod requests
- Topic: entities.color: add car to entities
- Replies: 6
- Views: 1571
Re: entities.color: add car to entities
Passenger/driver is the same to me (when talking about cars in factorio). So, to clarify, both driver and gunner override the color when they're in the car, driver takes priority. The color that you see on the empty car is only set once the player leaves the car, so you can override it after they d...
- Tue Oct 22, 2019 6:29 pm
- Forum: Implemented mod requests
- Topic: How can I read/set per script who controls the weapons in a vehicle?
- Replies: 2
- Views: 721
- Tue Oct 22, 2019 3:36 pm
- Forum: Implemented mod requests
- Topic: How can I read/set per script who controls the weapons in a vehicle?
- Replies: 2
- Views: 721
How can I read/set per script who controls the weapons in a vehicle?
How can I read/set per script who controls the weapons in a vehicle?
- Sun Oct 20, 2019 11:16 pm
- Forum: Modding interface requests
- Topic: [Request] Equivalent of LuaForce.add_chart_tag() for LuaPlayer
- Replies: 6
- Views: 1256
[Request] Equivalent of LuaForce.add_chart_tag() for LuaPlayer
We can use LuaForce.add_chart_tag(surface, tag) to place a tag (icon and/or text) on the map. Unfortunately, such tags are visible to all players belonging to that force. I'm looking for add_chart_tag on a per-player level, so I can leave tags on the map that are only visible to an individual player...
- Sun Oct 20, 2019 10:20 pm
- Forum: Gameplay Help
- Topic: Noob: how to add Label/Icon on map?
- Replies: 15
- Views: 18689
Re: Noob: how to add Label/Icon on map?
Not quite what I need, I'm afraid: minimap_representation seems to be only available in prototype definitions. Now, my mod works with any vehicle of type "car". So I could use data-final-fixes.lua to find all entities of that type and add/modify their minimap_representation. But that would...
- Sun Oct 20, 2019 8:59 pm
- Forum: Gameplay Help
- Topic: Noob: how to add Label/Icon on map?
- Replies: 15
- Views: 18689
Re: Noob: how to add Label/Icon on map?
If you ask me then no, it's force .add_chart_tag(surface, tag), but for your needs it must be player .add_chart_tag(surface, tag) or force.add_chart_tag(surface, tag, player ) That's what I already suspected. Looks like I've to make another API request. :-) In the same context: Vehicles are marked ...
- Sun Oct 20, 2019 6:10 pm
- Forum: Gameplay Help
- Topic: Noob: how to add Label/Icon on map?
- Replies: 15
- Views: 18689
Re: Noob: how to add Label/Icon on map?
Is there something like LuaForce.add_chart_tag for individual players, so that the tag on the map can only be seen by one particular player, not everybody else on the same force?
- Sun Oct 20, 2019 1:45 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 32873
Re: Friday Facts #317 - New pathfinding algorithm
That may come bundled with other issues, though.
- Thu Oct 17, 2019 12:53 pm
- Forum: Minor issues
- Topic: [0.17.71] Cross-surface teleporting of cars has a bug
- Replies: 8
- Views: 1853
Re: [0.17.71] Cross-surface teleporting of cars has a bug
To expand on this: this is a known side effect of cross-surface teleportation and the same thing happens with character entities when teleporting them across surfaces. I don't have a perfect solution to it yet so that's just how it works for now. When I figure out how to solve the issue(s) then I w...
- Wed Oct 16, 2019 8:42 pm
- Forum: Implemented Suggestions
- Topic: Allow inserters to reload basic turrets
- Replies: 5
- Views: 2227
Re: Allow inserters to reload basic turrets
Ammo in a destroyed turret will be lost, ammo on a belt not. So as long as there is ammo available, it should be safer to load only just enough into a turret to keep it going.
- Wed Oct 16, 2019 6:23 pm
- Forum: Minor issues
- Topic: [0.17.71] Cross-surface teleporting of cars has a bug
- Replies: 8
- Views: 1853
Re: [0.17.71] Cross-surface teleporting of cars has a bug
This is kind of engine limitation, when removing car from first surface, lua handle gets disconnected from car. So, when teleporting to another surface, "vehicle.teleport(entity.position, entity.surface)" is basically just like an alias for vehicle.clone{position=entity.position, surface=...
- Wed Oct 16, 2019 6:16 pm
- Forum: Minor issues
- Topic: [0.17.71] Cross-surface teleporting of cars has a bug
- Replies: 8
- Views: 1853
Re: [0.17.71] Cross-surface teleporting of cars has a bug
This is kind of engine limitation, when removing car from first surface, lua handle gets disconnected from car. So, when teleporting to another surface, "vehicle.teleport(entity.position, entity.surface)" is basically just like an alias for vehicle.clone{position=entity.position, surface=...
- Wed Oct 16, 2019 3:52 pm
- Forum: Minor issues
- Topic: [0.17.71] Cross-surface teleporting of cars has a bug
- Replies: 8
- Views: 1853
[0.17.71] Cross-surface teleporting of cars has a bug
Consider this code snippet: log("entity.position: " .. tostring(entity.position)) log("entity.surface.name: " .. tostring(entity.surface.name)) log("vehicle.valid: " .. tostring(vehicle.valid)) log("vehicle.name: " .. tostring(vehicle.name)) log("vehicle....
- Wed Oct 16, 2019 9:20 am
- Forum: Releases
- Topic: Version 0.17.70
- Replies: 32
- Views: 18707
Re: Version 0.17.70
Anyone else getting a 207.525 Error DownloadingUpdatesGui.cpp:108: Checking update packages failed: File C:/****/factorio_tux.0.17.latest_Bob/data/changelog.txt has unexpected content when trying to update from ..69 ? Nope: 118.193 Info HttpSharedState.cpp:54: Downloading https://updater.factorio.c...
- Wed Oct 16, 2019 8:46 am
- Forum: Modding help
- Topic: Player getting stuck in deep water
- Replies: 43
- Views: 5316
Re: Player getting stuck in deep water
2) Characters can't be assigned to players on different surfaces. Which I believes applies to drivers or passengers of vehicles too. Teleport to the surface where the character is, assign it and then teleport where you need to go. Correct. I've been wasting time lately with using teleport() for mov...
- Wed Oct 16, 2019 4:36 am
- Forum: Already exists
- Topic: Option to not raise on_driving_state_changed
- Replies: 2
- Views: 1236
Re: Option to not raise on_driving_state_changed
Scripting Added support to teleport car entity types between surfaces. For now i will throw this request to Won't Implement because ability to teleport cars should solve your underlying issue. Ooops, didn't see the announcement yet. Nice thing to wake up to! If cross-surface teleporting really work...
- Sun Oct 13, 2019 11:46 pm
- Forum: Modding help
- Topic: Player getting stuck in deep water
- Replies: 43
- Views: 5316
- Sun Oct 13, 2019 11:38 pm
- Forum: Modding help
- Topic: Player getting stuck in deep water
- Replies: 43
- Views: 5316
Re: Player getting stuck in deep water
Haven't used clone() yet. I'd assume that it's an exact copy except for the entity unit_number. I'm not sure what it does to the inventory content though. Some items have unique indexes/tags too (blueprints, modded items like factorissimo factories!, etc). So it might be nessecarry to clone the car...