Search found 232 matches
- Sat Apr 18, 2020 7:46 pm
- Forum: Mods
- Topic: Helmod vs Factory Planner
- Replies: 10
- Views: 6941
Re: Helmod vs Factory Planner
I think my next project will be with Krastorio2, so Kirk's calculator will not be a lot of use, but (unless I'm wrong) Factory Planner will still be able to use the in-game data for Krastorio2 to provide the production chains required. Yes being able to incorporate any and all recipes and items tha...
- Fri Apr 17, 2020 9:07 pm
- Forum: Mods
- Topic: Helmod vs Factory Planner
- Replies: 10
- Views: 6941
Re: Helmod vs Factory Planner
Well, you can use it for that, but it'll be more fiddly to get the cracking recipes ratios right by manually entering percentages. Matrix solvers (in theory) take care of that for you automatically, optimizing which recipes too use in which ratio and so on. They don't always work correctly though fo...
- Fri Apr 17, 2020 8:04 pm
- Forum: Mods
- Topic: Helmod vs Factory Planner
- Replies: 10
- Views: 6941
Re: Helmod vs Factory Planner
Well, if you ask me, the author of Factory Planner, I think you should use that one obviously! But seriously, both have their advantages and disadvantages. I originally created FP because I found Helmod to be difficult to learn and clunky to use in places. So the focus on FP is very much on the intu...
- Sat Feb 29, 2020 10:17 am
- Forum: Modding help
- Topic: Adding resistances to modules?
- Replies: 2
- Views: 1057
Re: Adding resistances to modules?
You can't add module effects other than the 4 standard ones. You'll have to hack around this somehow.
- Sat Feb 29, 2020 9:38 am
- Forum: Modding interface requests
- Topic: Filtering on_string_translated
- Replies: 6
- Views: 1261
Re: Filtering on_string_translated
Having events filtered by mod would be useful in other places too, GUI mainly as you almost never care about other people's GUI events. It wouldn't have the same performance impact as this does, but if such a system were put in place, it could be applied to other events too.
- Fri Feb 28, 2020 1:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.18.9] Layered sprites still glitchy
- Replies: 1
- Views: 1594
[posila] [0.18.9] Layered sprites still glitchy
The glitchy sprites for layered icons that were discussed here and here are not fully fixed. The thread mentions rich text, for which this seems to indeed be fixed. It is not fixed for GuiElements of type sprite (sprite-buttons are fine). This is reproducible by running the following code on_player_...
- Thu Feb 20, 2020 4:10 pm
- Forum: Implemented mod requests
- Topic: Have is_valid_sprite_path work without a player
- Replies: 2
- Views: 855
Re: Have is_valid_sprite_path work without a player
Thanks a bunch!
- Thu Feb 20, 2020 10:29 am
- Forum: Implemented mod requests
- Topic: Have is_valid_sprite_path work without a player
- Replies: 2
- Views: 855
Have is_valid_sprite_path work without a player
Currently, you can call is_valid_sprite_path on a LuaGui, which means you need to have a reference to a player to be able to call it. In my use case, I'd like to check on_init/on_config_changed if certain entities/items/recipes even have a sprite, and exclude them from a list right away. That way, I...
- Mon Feb 17, 2020 9:58 pm
- Forum: Implemented mod requests
- Topic: uncompressed blueprint string
- Replies: 8
- Views: 2342
- Sun Feb 16, 2020 10:45 pm
- Forum: Implemented mod requests
- Topic: Add HeatEnergySourcePrototype and FluidEnergySourcePrototype runtime-API
- Replies: 4
- Views: 1711
Re: Add HeatEnergySourcePrototype and FluidEnergySourcePrototype runtime-API
Amazing, thank you!
- Wed Jan 01, 2020 8:58 pm
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype::fluid_energy_source_prototype
- Replies: 2
- Views: 1197
Re: LuaEntityPrototype::fluid_energy_source_prototype
I requested this, along with one for heat, some time ago here. Would still really love to have it.
- Wed Dec 18, 2019 8:47 pm
- Forum: Minor issues
- Topic: [0.17.25] Wrong status of entities
- Replies: 7
- Views: 4814
Re: [0.17.25] Wrong status of entities
I'd like to argue for improving this status display, even though Rseding said it wasn't worth it. Now it is true that the minor flaws are not super important for players. However, you can read the status through the API . This is really great for making a mod that uses this status to analyse certain...
- Wed Dec 18, 2019 7:47 pm
- Forum: Duplicates
- Topic: [0.17.79] Incorrect inserter status
- Replies: 1
- Views: 580
[0.17.79] Incorrect inserter status
I noticed that the inserter status displays 'waiting for source items' in the following situation. Shouldn't it be set to the 'waiting_for_space_in_destination'-status, since there is more iron to be put in the machine, while the item limit for iron inside the machine has been reached? wrong_inserte...
- Wed Dec 18, 2019 11:29 am
- Forum: Modding interface requests
- Topic: game.write_to_clipboard
- Replies: 10
- Views: 3165
Re: game.write_to_clipboard
Take my trainstops csv mod. It lets you import/export every trainstop and edit it outside factorio in something like libreoffice as a spreadsheet table. I can do that because I can show the text box and have copy and paste. Yes I have a csv export. But its clumsy. How do I then import the data back...
- Sun Dec 01, 2019 4:59 pm
- Forum: Modding interface requests
- Topic: Allow mods to properly center a frame
- Replies: 2
- Views: 978
Allow mods to properly center a frame
Currently, when using auto_center or force_auto_center() on frames, it centers it vertically between the top of the screen and the top of your quickbar. This is weird. Now it probably is that way so it doesn't overlap with the quickbar, which is fair, but that is not a good solution for every use. F...
- Sat Nov 30, 2019 3:05 pm
- Forum: Modding interface requests
- Topic: Improve tooltip moddability @ FFF318
- Replies: 6
- Views: 2054
Re: Improve tooltip moddability @ FFF318
I just tried the workaround to not being able to have the nice tooltips. I created locked choose-elem-buttons instead of normal sprite-buttons. On an admittedly large set of 1500 buttons, it makes the creation time (for the whole function) go from 55ms to 850ms. Even on much smaller sets of 16 butto...
- Fri Nov 22, 2019 4:17 pm
- Forum: Modding interface requests
- Topic: Make .enabled work on frames
- Replies: 2
- Views: 1081
Re: Make .enabled work on frames
I want to bump this thread because a user just made me realise another disadvantage to .enabled not working on frames. When I use the current method of setting .ignored_by_interaction, the user can't click on anything on the frame, but their click goes 'through' to whatever is below it, which might ...
- Thu Nov 21, 2019 12:23 pm
- Forum: Implemented mod requests
- Topic: Add HeatEnergySourcePrototype and FluidEnergySourcePrototype runtime-API
- Replies: 4
- Views: 1711
Add HeatEnergySourcePrototype and FluidEnergySourcePrototype runtime-API
Currently, LuaEntityPrototypes have their LuaBurnerPrototype or LuaElectricEnergySourcePrototype attached, if those are used. They do however not have anything if they are powered by heat or fluid, which is used in several of the big mods. According to Bilka, this is because there is simply no runti...
- Sun Nov 17, 2019 2:15 pm
- Forum: Implemented Suggestions
- Topic: Updating mods shouldn't make them incompatible
- Replies: 6
- Views: 1867
Re: Updating mods shouldn't make them incompatible
Nice, thanks a lot!
- Sun Nov 17, 2019 10:51 am
- Forum: Implemented Suggestions
- Topic: Updating mods shouldn't make them incompatible
- Replies: 6
- Views: 1867
Re: Updating mods shouldn't make them incompatible
If a mod uses a feature of factorio that doesn't exist in a previous version, it's not going to work in those previous versions. That's why you have to and there's nothing anyone can do about it. Yeah of course, why I meant is that a user should not have to always update to an experimental version ...