Search found 1649 matches

by Pi-C
Fri Mar 11, 2022 6:42 am
Forum: Ideas and Suggestions
Topic: Production statistics per surface
Replies: 13
Views: 4200

Re: Production statistics per surface

Not every surface is meant to be used by players. For example, miniMAXIme has surfaces for storing dummy and preview characters. So statistics should be turned off for surfaces without buildings, or mods should be able to exempt surfaces from the stats view.
by Pi-C
Thu Mar 10, 2022 9:09 am
Forum: Ideas and Suggestions
Topic: Tank with water cannon
Replies: 4
Views: 936

Re: Tank with water cannon

A mod to try out! Water tank would be a good addition. https://mods.factorio.com/mod/WaterTurret Thanks for advertising my mod, but I will not add a water tank in the foreseeable future. Letting the water turrets extinguish fire causes problems that I don't know what to do about: Looking for fires ...
by Pi-C
Tue Mar 08, 2022 12:14 pm
Forum: Mods
Topic: [MOD 1.1] "minime" is now "miniMAXIme"
Replies: 8
Views: 2926

Re: [MOD 1.1] "minime" is now "miniMAXIme"

Version 1.1.3 has just been released. Summary of the changes since the last post: Fixed several bugs React to events raised when editor mode is toggled, so the GUI is kept in sync with players' controller type. Make sure that the GUI is still in sync with players' controller type when no event was r...
by Pi-C
Sat Mar 05, 2022 6:45 pm
Forum: Modding help
Topic: Modpack Dependency Help
Replies: 6
Views: 1606

Re: Modpack Dependency Help

Yes, "Big Artillery" will mess up stuff since "Big Artillery (Balanced)" is a tweaked version of it. That's why I'm attempting to mark it as incompatible. Sorry, misread that! After adding the dependencies to a hacky testing mod, I see what you mean. Anyway, there seems to be an...
by Pi-C
Sat Mar 05, 2022 5:54 pm
Forum: Modding help
Topic: Modpack Dependency Help
Replies: 6
Views: 1606

Re: Modpack Dependency Help

"Big Artillery (Balanced)" seems to be messing up the mod loader. Maybe it's the parentheses? Definitely not! This is the culprit: "!Big Artillery", The exclamation mark in front of the mod name marks it as incompatible with your mod. I'm trying to make a modpack with the follow...
by Pi-C
Fri Mar 04, 2022 10:46 pm
Forum: Modding discussion
Topic: Questions about enemy api
Replies: 2
Views: 1021

Re: Questions about enemy api

- I want to add a new enemy Many mods do that. Just define a new prototype in data.raw.unit. - trigger certain events based on how much health the enemy has To the best of my knowledge, that would work, kind of. You could listen to on_entity_damaged and check event.final_health. That will definitel...
by Pi-C
Fri Mar 04, 2022 6:51 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83713

Re: Small documentation improvement requests

LuaEntity.last_user : last_user :: LuaPlayer [Read/Write] I've accidentally set player.last_user to a Boolean value and got this error: Expected LuaPlayer, index, or name. So the description should actually read last_user :: LuaPlayer or PlayerIdentification [Read/Write] Notes PlayerIdentification ...
by Pi-C
Fri Mar 04, 2022 6:32 pm
Forum: Modding help
Topic: Find a grammar
Replies: 4
Views: 964

Re: Find a grammar

You're welcome, glad I could help! :-)
by Pi-C
Fri Mar 04, 2022 2:44 pm
Forum: Modding help
Topic: Find a grammar
Replies: 4
Views: 964

Re: Find a grammar

You'll need to check player.controller_type.
by Pi-C
Thu Mar 03, 2022 1:16 pm
Forum: Modding help
Topic: How do I adjust the value of DATA in "control.lua"?
Replies: 4
Views: 1206

Re: How do I adjust the value of DATA in "control.lua"?

Although I don't quite understand it, I know my idea can't be realized I suppose you want to change certain properties of entities in response to some event or player action. While you can't modify prototype definitions in the control stage, you could define different versions of your main prototyp...
by Pi-C
Mon Feb 28, 2022 11:23 am
Forum: Modding help
Topic: Why not use "if mods" in "control. Lua"?
Replies: 2
Views: 840

Re: Why not use "if mods" in "control. Lua"?

Check out game.active_mods and script.active_mods ! Both can be used in control.lua (and, of course, files required there) to get the list of active mods. The difference is that script.active_mods can already be used when script.on_load() is running while the global table 'game' (and with it, game.a...
by Pi-C
Sun Feb 27, 2022 10:43 am
Forum: Duplicates
Topic: [1.1.55] Changing controller type clears LuaPlayer::opened but does not close custom GUI
Replies: 5
Views: 1618

Re: [1.1.55] Changing controller type clears LuaPlayer::opened but does not close custom GUI

Yea actually I have had similar problems before, player controllers being changed without any event, I think a catch all event, like 'on_player_controller_changed' would be perfect This coming from you is good news! :-) Actually, I like the way this is currently working for the editor mode. It woul...
by Pi-C
Sun Feb 27, 2022 9:48 am
Forum: Duplicates
Topic: [1.1.55] Changing controller type clears LuaPlayer::opened but does not close custom GUI
Replies: 5
Views: 1618

Re: [1.1.55] Changing controller type clears LuaPlayer::opened but does not close custom GUI

Unexpected behavior: Create a custom LuaGuiElement window and display it for the player. Assign the custom LuaGuiElement window to `player.opened`. (This means it will be closed when the player presses "Escape", "E", or opens an entity, just like a vanilla GUI.) Observe that `pl...
by Pi-C
Sat Feb 26, 2022 12:34 pm
Forum: Modding help
Topic: Multiplying units by an integer
Replies: 2
Views: 842

Re: Multiplying units by an integer

Add require("util") and you'll have access to this function: local energy_chars = { k = 10^3, K = 10^3, M = 10^6, G = 10^9, T = 10^12, P = 10^15, E = 10^18, Z = 10^21, Y = 10^24 } function util.parse_energy(energy) local ending = energy:sub(energy:len()) if not (ending == "J" or ...
by Pi-C
Tue Feb 22, 2022 10:46 am
Forum: Modding help
Topic: Changelog tutorial
Replies: 113
Views: 48489

Re: Changelog tutorial

I believe there is now a new issue with spaces after category fields: For example: … I do not believe this used to be the case. Thanks! Actually, that does seem to be an old issue. In the first post of this thread , section "In short: rules and example of a working changelog file", I've f...
by Pi-C
Fri Feb 18, 2022 9:23 am
Forum: Outdated/Not implemented
Topic: Suggestion to change Whitelist/Blacklist terms
Replies: 57
Views: 16174

Re: Rename all references to "master/slave" nomenclature

Just sayin', "master/slave" is hella racist nomenclature It only is "racist" in the context of US history: Historically, when people were enslaved, it was often because they were indebted, broke the law, or suffered a military defeat: The duration of their enslavement might be f...
by Pi-C
Sat Feb 12, 2022 10:26 am
Forum: Ideas and Requests For Mods
Topic: No Shadow Mod
Replies: 5
Views: 1656

Re: No Shadow Mod

You can have better : https://mods.factorio.com/mod/invisible-robots No visible shadows, not even visible robots. But I think it won't change the performance of your game. Not quite sure about that. The mod removes all animations from the prototypes, so I'd expect that making the bots invisible wou...
by Pi-C
Tue Feb 08, 2022 10:45 pm
Forum: Mods
Topic: [MOD 1.1] "minime" is now "miniMAXIme"
Replies: 8
Views: 2926

[MOD 1.1] "minime" is now "miniMAXIme"

Why a new name? About three years ago, DellAquila created "minime - More accurate player size compared to vehicles", a mod to make characters smaller. But for quite some time now, you can also use the mod to make your character much bigger. At some point, DellAquila made me the owner of t...
by Pi-C
Wed Feb 02, 2022 8:34 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83713

Re: Small documentation improvement requests

Description of LuaForce.character_running_speed_modifier : character_running_speed_modifier :: double [Read/Write] Modifies the running speed of all characters in this force by the given value as a percentage. Setting the running modifier to 0.5 makes the character run 50% faster. The minimum value ...
by Pi-C
Thu Jan 27, 2022 6:26 pm
Forum: Ideas and Suggestions
Topic: Information cut off at higher scaling
Replies: 2
Views: 852

Re: Information cut off at higher scaling

There are mods that hide the minimap when you hover over an entity, e.g. More Minimap Autohide or Expand Tooltip.

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