Search found 1648 matches

by Pi-C
Wed Oct 18, 2023 1:40 pm
Forum: Modding help
Topic: [Solved]Hide a recipe/item from inside technology
Replies: 13
Views: 982

Re: Hide a recipe/item from inside technology

No. As tech has been defined as

Code: Select all

local tech = data.raw.technology["electric-machinery"]
the "steam-engine" recipe will be removed only from the effects of "electric-machinery".
by Pi-C
Wed Oct 18, 2023 12:43 pm
Forum: Modding help
Topic: [Solved]Hide a recipe/item from inside technology
Replies: 13
Views: 982

Re: Hide a recipe/item from inside technology

So i wanted to change the steam engine from unlocking in one technology and unlock in another witch i managed to do like this table.insert(data.raw["technology"]["steam-power"].effects,{type = "unlock-recipe",recipe = "steam-engine"}) But now i have two recip...
by Pi-C
Tue Oct 17, 2023 6:40 pm
Forum: Mods
Topic: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
Replies: 18
Views: 4359

Re: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)

Small bugfix: --------------------------------------------------------------------------------------------------- Version: 1.1.7 Date: 2023-05-29T00:15:00+02:00 Changes: - Bumped optional dependency on Autodrive to version 1.1.5, so that the game won't crash because of different setting types for th...
by Pi-C
Sat Oct 14, 2023 5:07 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 30140

Re: Friday Facts #380 - Remote view

IDEA: Instead of having "remote control anything" or "reach anywhere"... for other planets, there could be a way to "Clone" the player. That means, the player can leave a clone of self on the other planet... or send a clone to the other planet. Then add feature to allo...
by Pi-C
Fri Oct 13, 2023 6:45 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 30140

Re: Friday Facts #380 - Remote view

Modding-related: Given that there is the space map, will it finally be possible to put entities on map view even if they are not on the same surface as the player?
by Pi-C
Fri Oct 13, 2023 5:08 pm
Forum: Modding help
Topic: Solved - player.is_cursor_blueprint always returns true?
Replies: 5
Views: 551

Re: player.is_cursor_blueprint always returns true?

Subject314159 wrote:
Fri Oct 13, 2023 4:23 pm
I feel so stupid now..
No need, I've fallen into the same trap often more than once myself. :-D
Thanks for this insight!
Glad I could help you out!
by Pi-C
Thu Oct 12, 2023 11:55 pm
Forum: Modding help
Topic: Solved - player.is_cursor_blueprint always returns true?
Replies: 5
Views: 551

Re: player.is_cursor_blueprint always returns true?

Now I tried and tested a million variants of the following piece of code: if player.is_cursor_blueprint then For some reason the output is always "Cursor is a blueprint", no matter which item I select. Your condition is wrong! See the definition of LuaControl::is_cursor_blueprint : is_cur...
by Pi-C
Thu Oct 12, 2023 10:23 pm
Forum: Modding help
Topic: Solved - player.is_cursor_blueprint always returns true?
Replies: 5
Views: 551

Re: player.is_cursor_blueprint always returns true?

For some reason the output is always "Cursor is a blueprint", no matter which item I select. See the description of LuaControl::is_cursor_blueprint : Note that both this method and LuaControl::get_blueprint_entities refer to the currently selected blueprint, meaning a blueprint book with ...
by Pi-C
Tue Oct 10, 2023 3:26 pm
Forum: Modding help
Topic: Reverse speed of car prototypes
Replies: 0
Views: 185

Reverse speed of car prototypes

I want to calculate maximum speeds of vehicles based on a car prototype (depending on vehicle, fuel, terrain, and stickers). Looking at the wiki I've found this about speed in reverse of the vanilla car : The top speed of the car in reverse is ~70.7% of the forward top speed. and tank : The top spee...
by Pi-C
Tue Oct 10, 2023 2:24 pm
Forum: Implemented mod requests
Topic: How do I read sticker effects?
Replies: 8
Views: 1187

Re: How do I read sticker effects?

In what format will LuaEntity::sticker_vehicle_modifiers return the data? I suppose it's a dictionary of modifier names mapped to float-type values. But if I'd want to read the value of the entities vehicle_speed_modifier , under what name exactly would I find it: "speed", "speed_mod...
by Pi-C
Sun Oct 08, 2023 3:31 pm
Forum: Implemented mod requests
Topic: How do I read sticker effects?
Replies: 8
Views: 1187

Re: How do I read sticker effects?

I've Added LuaEntity::sticker_vehicle_modifiers read for the next 1.1 release. Thank you! Just a question so I can prepare my mod for 1.1.93: In what format will LuaEntity::sticker_vehicle_modifiers return the data? I suppose it's a dictionary of modifier names mapped to float-type values. But if I...
by Pi-C
Fri Oct 06, 2023 2:15 pm
Forum: Wiki Talk
Topic: Wiki homepage improvement
Replies: 8
Views: 999

Re: Wiki homepage improvement

@PI-C I intend no offense, but the way you describe you experience the internet is not the common case. No offense taken, I never claimed my way of doing things was the common way. The part of the internet that deals with interaction, socialization, meeting people and discussing developed its own w...
by Pi-C
Fri Oct 06, 2023 8:18 am
Forum: Ideas and Suggestions
Topic: Special skins rewards based on playtime
Replies: 8
Views: 768

Re: Special skins rewards based on playtime

Gives a crown to players who totalled 10k+ hours playing the game, a purple aura for 50k+, and golden armor for 100k+ 8-) This might work if there was just one character that could be used by players, but there are way too many characters available where your crown and golden armor wouldn't fit (se...
by Pi-C
Fri Oct 06, 2023 8:09 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 70130

Re: Friday Facts #373 - Factorio: Space Age

Hi, this is the simple question but many many users want to know, maybe. Official mods (Space Age, Quality, Elevated Rails) can play on Nintendo Switch ????? I would like to know this as well. How will all this content work on Nintendo Switch which does not support mods? Did you know that you are t...
by Pi-C
Fri Oct 06, 2023 7:55 am
Forum: Wiki Talk
Topic: Wiki homepage improvement
Replies: 8
Views: 999

Re: Wiki homepage improvement

Amongst the things that help readability (imho) : whenever icons make sense, they help make things way more compact and more ergonomic. Icons work for communication if sender and recipient have "agreed" upon what they mean. 2023-10-05 21_44_01-Window.jpg Notice how despite way more option...
by Pi-C
Mon Oct 02, 2023 2:53 pm
Forum: Modding help
Topic: If every mod has its own lua state, does that not duplicate a lot of data?
Replies: 5
Views: 596

Re: If every mod has its own lua state, does that not duplicate a lot of data?

I'm trying to conceptualize the nature of having actually separated Lua states, which I assume Factorio uses, instead of coroutines or environments or whatever. (I know of those concepts but have not tried them myself) I assume that Factorio keeps one internal, C/C++ side Lua registry, or at least ...
by Pi-C
Mon Oct 02, 2023 12:24 pm
Forum: Modding help
Topic: If every mod has its own lua state, does that not duplicate a lot of data?
Replies: 5
Views: 596

Re: If every mod has its own lua state, does that not duplicate a lot of data?

Hello! I consider Factorio having one of the best modding interfaces / APIs ever... so I'd like to learn about that aspect a bit to perhaps offer something like that in a project I might make one day. Thus, I am curious...how is the issue of having event handling and all that solved for separate st...
by Pi-C
Sun Oct 01, 2023 8:38 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 78062

Re: Friday Facts #378 - Trains on another level

Yeah, that's already been covered and a couple other posts since. :D I've been reading the thread totally exhausted last night after helping friends for about 10 hrs moving stuff to their new apartment. Just managed to start writing my reply, but fell asleep halfway through and only sent it off thi...
by Pi-C
Sun Oct 01, 2023 7:40 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 78062

Re: Friday Facts #378 - Trains on another level

2B: As in real life, loose materials are those like coal, iron ore, gears, screws... small components and other items that you want a LOT of. Another term would be "bulk materials". Larger items like inserters, conveyor belt segments, entire locomotives and train cars, assemblers, etceter...
by Pi-C
Wed Sep 27, 2023 1:13 am
Forum: Modding help
Topic: Adding the continuous burning property to a building?
Replies: 9
Views: 842

Re: Adding the continuous burning property to a building?

Re: putting functions off into other files - You only really need to do this if the functions you are creating are also going to be called from yet other files It depends. You may run get problems if local function A is calling local function B (so it must be defined before A) and B is calling loca...

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