Search found 1650 matches

by Pi-C
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...
by Pi-C
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
by Pi-C
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...
by Pi-C
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

Re: How can I read/set per script who controls the weapons in a vehicle?

Bilka wrote: ↑
Tue Oct 22, 2019 6:20 pm
Hey, I took the liberty to interpret this as a modding interface request and added it for the next version.
Oh, thank you -- that's wonderful! :-)
by Pi-C
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?
by Pi-C
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...
by Pi-C
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...
by Pi-C
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 ...
by Pi-C
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?
by Pi-C
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

PaqpuK wrote: ↑
Sun Oct 20, 2019 9:24 am
Oxyd wrote: ↑
Fri Oct 18, 2019 12:04 pm

Also, the biggest hurdle for the base pathfinder now is something very relatable to everyone: Trees.
Can it be solved by just reducing the collision hitbox of trees? I know a lot of people use mods for that already.
That may come bundled with other issues, though. :-)
by Pi-C
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...
by Pi-C
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

Tiggy wrote: ↑
Wed Oct 16, 2019 8:04 pm
What really? Oh. In that case, never mind. Lol. Just let them fill up a bit more then, maybe.
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.
by Pi-C
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=...
by Pi-C
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=...
by Pi-C
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....
by Pi-C
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...
by Pi-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...
by Pi-C
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...
by Pi-C
Sun Oct 13, 2019 11:46 pm
Forum: Modding help
Topic: Player getting stuck in deep water
Replies: 43
Views: 5316

Re: Player getting stuck in deep water

mrvn wrote: ↑
Mon Oct 07, 2019 9:18 am
Maybe that broke when they added passenger support or I simply remember wrong.
Never mind. It's almost working now, and of course I've implemented the check for uncharted chunks you suggested. :-)
by Pi-C
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...

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