Search found 232 matches

by Therenas
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...
by Therenas
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...
by Therenas
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...
by Therenas
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.
by Therenas
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.
by Therenas
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_...
by Therenas
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...
by Therenas
Mon Feb 17, 2020 9:58 pm
Forum: Implemented mod requests
Topic: uncompressed blueprint string
Replies: 8
Views: 2342

Re: uncompressed blueprint string

Raiguard wrote:
Wed Feb 05, 2020 3:33 pm
+1. Having inflate / deflate and base64 encode/decode available to be used anywhere, not just for blueprints, would be amazing.
Isn't base64 en- and decode already available in the core lualib util file?
by Therenas
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.
by Therenas
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...
by Therenas
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...
by Therenas
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...
by Therenas
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...
by Therenas
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...
by Therenas
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 ...
by Therenas
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...
by Therenas
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 ...

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