Ah, there it is -- had to let NoScript make an exception for that site before I could see it.
Search found 1651 matches
- Tue Sep 24, 2019 9:01 am
- Forum: Ideas and Requests For Mods
- Topic: Mod Request/Idea: Ocean Ships
- Replies: 8
- Views: 2386
Re: Mod Request/Idea: Ocean Ships
- Tue Sep 24, 2019 8:24 am
- Forum: Ideas and Requests For Mods
- Topic: Mod Request/Idea: Ocean Ships
- Replies: 8
- Views: 2386
Re: Mod Request/Idea: Ocean Ships
Neither Cargo Ships, nor Canal Builder existed when these posts were made. Sorry for necroing, then. (I blame forum software for not making it clearer that a long time has passed between posts...) No, no, forum software is not to blame in this regard, at least in this case: The problem was that the...
- Tue Sep 24, 2019 7:49 am
- Forum: Ideas and Requests For Mods
- Topic: Mod Request/Idea: Ocean Ships
- Replies: 8
- Views: 2386
Re: Mod Request/Idea: Ocean Ships
Do you mean like this? Youtube Ships Mod The mod you linked to hasn't been updated for 2 years. There is a remake , though, that's supposed to work with 0.17. I haven't tried it out, but from the description it seems to have no features beyond what the original mod has -- apperently, you just get a...
- Mon Sep 23, 2019 4:52 pm
- Forum: Implemented mod requests
- Topic: entities.color: add car to entities
- Replies: 6
- Views: 1575
Re: entities.color: add car to entities
Okay, added for the next version. Thank you! Keep in mind that passenger color overrides the color that can be set through LuaEntity::color. So, setting a color only applies when the car is empty, otherwise the car will use the passenger color. Am I correct in assuming that vehicle color set per mo...
- Sun Sep 22, 2019 11:52 am
- Forum: Implemented mod requests
- Topic: entities.color: add car to entities
- Replies: 6
- Views: 1575
Re: entities.color: add car to entities
The car may have its own color, but it is set to the current color of the last player driving it, or the current color of the last player in it: Make a multiplayer game. Place a car, it will have a neutral color. Let player 1 get inside -- he is the new driver, and the car will have the same color p...
- Sat Sep 21, 2019 11:41 pm
- Forum: Modding help
- Topic: Setting color of car-like entities
- Replies: 8
- Views: 2563
- Sat Sep 21, 2019 11:40 pm
- Forum: Implemented mod requests
- Topic: entities.color: add car to entities
- Replies: 6
- Views: 1575
entities.color: add car to entities
I'd like to set the color of entities with type == "car" to always be the color of a certain player, whether the car is empty or whether anybody is in it. Here is a more detailed description. According to the wiki , the car is not among the entities that allow to set the color. Could you a...
- Sat Sep 21, 2019 11:06 pm
- Forum: Modding help
- Topic: Player getting stuck in deep water
- Replies: 43
- Views: 5390
Re: Player getting stuck in deep water
And then the non-binary gender people … You must mean "diverse". You'll find "w/m/d" (or was it "m/w/d"?) in job advertisements here, meaning in English "f(emale)/m(ale)/d(iverse)". I'm not sure, though, how the non-binary gender people feel about that. Sure,...
- Sat Sep 21, 2019 9:52 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 48993
Re: Changelog tutorial
Update: Some weeks ago, I've wanted to add that changelogs may now be files encoded as UTF8 with BOM. Forgot that somehow, it's done now. Also, Bilka has told me how to make "Date: " lines without a date error-proof. Just add at least one question mark at the end of the line: -------------...
- Sat Sep 21, 2019 1:08 pm
- Forum: Modding help
- Topic: Player getting stuck in deep water
- Replies: 43
- Views: 5390
Re: Player getting stuck in deep water
You could try publishing the locale file somewhere (i.e. github), then the translator can submit patches he sees fit on his own. You can add comments prefixed with ";" (semicolon, seperate line) too, so if you think something might change in a few days you can just add that info there. Gi...
- Fri Sep 20, 2019 6:14 pm
- Forum: Modding help
- Topic: Width of text
- Replies: 7
- Views: 1193
Re: Width of text
Hm. Not sure if you can change the font of flying-text prototypes, at least according to the wiki you can't: https://wiki.factorio.com/Prototype/FlyingText Yep, that's basically what I found. It makes the "Defaults to the same font as flying-text" part of the draw_text{} description a bit...
- Fri Sep 20, 2019 5:58 pm
- Forum: Modding help
- Topic: Player getting stuck in deep water
- Replies: 43
- Views: 5390
Re: Player getting stuck in deep water
More users -> more bug reports. Faster release -> earlier bugreports. The numbers are bullshit anyway (sadly), and keeping them "artificially low" does not helping anyone :p. So i release when i got all the features in i want to have and i'm sure enough there aren't any major bugs left. S...
- Fri Sep 20, 2019 1:53 pm
- Forum: Modding help
- Topic: Setting color of car-like entities
- Replies: 8
- Views: 2563
Setting color of car-like entities
According to the release notes of 0.17.43 , Car/tank color keeps the color of the last user. I want to set the color of cars (rather, entities where type == "car") to the color of a certain user -- whether another user is inside that car or not. Is that impossible now? I've tried both enti...
- Fri Sep 20, 2019 10:36 am
- Forum: Modding help
- Topic: Player getting stuck in deep water
- Replies: 43
- Views: 5390
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. I suppose this wouldn't be relevant either. The way I understand the original mod's code, once a vehicle has been claimed by one player, no other player should be abl...
- Fri Sep 20, 2019 8:07 am
- Forum: Modding help
- Topic: [SOLVED] Missing new added items after updating mod
- Replies: 9
- Views: 2048
- Fri Sep 20, 2019 8:02 am
- Forum: Modding help
- Topic: Width of text
- Replies: 7
- Views: 1193
Re: Width of text
Even with the localized text now available via API (Player.request_translation) the length of a string never says anything about it's visible length, because that depends both on the font used and on the *language* used (i.e. ASCII vs double-width characters, etc). Makes sense. But about the font: ...
- Fri Sep 20, 2019 7:40 am
- Forum: Modding help
- Topic: Width of text
- Replies: 7
- Views: 1193
Re: Width of text
If you want a centered text on a position, just use the center alignment on the text and set the target as that position. Ooops, didn't notice the alignment parameter. Thank you for making me see! By the way: Is there a reason that line breaks are replaced with spaces? I think it could be useful to...
- Fri Sep 20, 2019 7:16 am
- Forum: Modding help
- Topic: [SOLVED] Missing new added items after updating mod
- Replies: 9
- Views: 2048
Re: Missing new added items after updating mod
Workaround: resetting the research and re-unlock all technologies bring all items in the craft window. Must be there an update script within the mod? You're on the right track, have a look at migration scripts ! Your script could be as simple as this: for _, force in pairs(game.forces) do force.res...
- Fri Sep 20, 2019 7:10 am
- Forum: General discussion
- Topic: Using Cars for Logistics
- Replies: 10
- Views: 5240
Re: Using Cars for Logistics
Using circuit conditions, we can even be notified when a car is full! How would you do that? You can't connect a car directly to the network to read its contents -- that's not even possible with trains (you can read the train contents of a complete train in automatic mode by wiring up the train sta...
- Thu Sep 19, 2019 9:59 pm
- Forum: Modding help
- Topic: Width of text
- Replies: 7
- Views: 1193
Re: Width of text
Just noticed that my question is pointless. Apparently, draw_text() ignores line breaks, so I should indeed use the length of the string.