Search found 158 matches
- Fri Jul 17, 2020 11:40 am
- Forum: Already exists
- Topic: Weird ElectricEnergyInterface behaviour and drain property behaviour
- Replies: 1
- Views: 1460
Weird ElectricEnergyInterface behaviour and drain property behaviour
Hi! I'm trying to create an entity (animated when work) that do nothing more than drain energy from the energy network, and maintain a buffer that will be modified via script for modding purpose. So for example: 4MW drain 24MW max input 48MW of storage The best fit prototype should be the ElectricEn...
- Mon Jul 13, 2020 9:33 am
- Forum: General discussion
- Topic: Modal of available energy production in vanilla games
- Replies: 7
- Views: 2220
Re: Modal of available energy production in vanilla games
Hey! I'm more interested in the mid game, in fact I don' t think that we can say that 20GW is about mid game, maybe is more a sort of 1GW, efore the nuclear power is difficult reach 1GW, but I'm not sure of the experience of other players. Ps: 44GW seems not late game, seems a very far from rocket l...
- Mon Jul 13, 2020 7:36 am
- Forum: General discussion
- Topic: Modal of available energy production in vanilla games
- Replies: 7
- Views: 2220
Modal of available energy production in vanilla games
Hi all! I'm just balancing a mod content, and because I want release a new feature included in a big mod (Krastorio 2) and a standalone version usable pratically only with vanilla stuff, I'm thinking about how balance the energy consumption of this feature. Because with a big mods the modal energy p...
- Fri Jul 10, 2020 10:17 am
- Forum: Modding interface requests
- Topic: on_player_placed_equipment by mod/player
- Replies: 7
- Views: 2202
on_player_placed_equipment by mod/player
Hi, is possible add to the event on_player_placed_equipment a new argument like "raised_by_a_mod" or a sort of, that with a boolean value, will inform the callback if the event was raised from a mod using the function LuaEquipmentGrid .put(...) ? As always, thank you for the attention.
- Fri Jul 10, 2020 10:11 am
- Forum: Won't implement
- Topic: Pointer to LuaEquipmentGrid associated LuaEntity
- Replies: 16
- Views: 3236
Re: Pointer to LuaEquipmentGrid associated LuaEntity
Yes, my bad. LuaPlayer.opened already referse to the grid itself at that point. You could indeed try caching opened, but keep in mind that grids can be changed by mods too. Yeah in fact I'm trying to design a way to understand how catch when a mod do this but is not simply, I will try to ask for th...
- Fri Jul 10, 2020 10:09 am
- Forum: Won't implement
- Topic: Pointer to LuaEquipmentGrid associated LuaEntity
- Replies: 16
- Views: 3236
Re: Pointer to LuaEquipmentGrid associated LuaEntity
..This isn't possible to implement... Making the impossible possible: ... -- Return the gui type name from the identifier number local function getGUITypeName(given_id) for name, id in pairs(defines.gui_type) do if given_id == id then return name end end end -- Called when a player open a gui local...
- Thu Jul 09, 2020 10:53 am
- Forum: Modding interface requests
- Topic: LuaEquipmentGrid index
- Replies: 2
- Views: 678
Re: LuaEquipmentGrid index
but is weird that miss an unique identificator when all other LuaObject have it. Not all Lua Objects have a Unique ID, in fact very many don't, even many entities, such as resources, trees, don't have a unique ID. Looking at the equipment grid, there is nothing internally to give to you, there is n...
- Thu Jul 09, 2020 9:13 am
- Forum: Won't implement
- Topic: Pointer to LuaEquipmentGrid associated LuaEntity
- Replies: 16
- Views: 3236
Re: Pointer to LuaEquipmentGrid associated LuaEntity
Can't you just read LuaPlayer.opened? Looking better in the documentation: opened :: LuaEntity or LuaItemStack or LuaEquipment or LuaEquipmentGrid or LuaPlayer or LuaGuiElement or defines.gui_type [Read-Write] The GUI target the player currently has open; nil if none. Note: Write supports any of th...
- Thu Jul 09, 2020 8:57 am
- Forum: Won't implement
- Topic: Pointer to LuaEquipmentGrid associated LuaEntity
- Replies: 16
- Views: 3236
Re: Pointer to LuaEquipmentGrid associated LuaEntity
I try ur code, this is the result:eradicator wrote: βThu Jul 09, 2020 7:14 amCan't you just read LuaPlayer.opened?Code: Select all
local entity = player.opened and (player.opened.grid == event.grid) and player.opened or nil
Code: Select all
on_player_placed_equipment (ID 38)
LuaEquipmentGrid doesn't contain key grid.
- Thu Jul 09, 2020 8:37 am
- Forum: Won't implement
- Topic: Pointer to LuaEquipmentGrid associated LuaEntity
- Replies: 16
- Views: 3236
Re: Pointer to LuaEquipmentGrid associated LuaEntity
Can't you just read LuaPlayer.opened? local entity = player.opened and (player.opened.grid == event.grid) and player.opened or nil In fact I said over: I think if the player is installing the equipment manually, he have some reference in the GUI. I think that in a way is possible. But I have to thi...
- Thu Jul 09, 2020 6:42 am
- Forum: Won't implement
- Topic: Pointer to LuaEquipmentGrid associated LuaEntity
- Replies: 16
- Views: 3236
Re: Pointer to LuaEquipmentGrid associated LuaEntity
Also, in what situations is this possible? I can't figure out in what state this is legal for the game engine. What are you trying to achieve? I'm try to monitor an entity(A), that have installed in equipment grid a precise equipment, and when this entity(A) is in range with another entity(B), do s...
- Thu Jul 09, 2020 6:18 am
- Forum: Won't implement
- Topic: Pointer to LuaEquipmentGrid associated LuaEntity
- Replies: 16
- Views: 3236
- Thu Jul 09, 2020 6:14 am
- Forum: Won't implement
- Topic: Pointer to LuaEquipmentGrid associated LuaEntity
- Replies: 16
- Views: 3236
Re: Pointer to LuaEquipmentGrid associated LuaEntity
Then is possible add the entity as param in the events on_player_placed_equipment and on_player_removed_equipment? I think if the player is installing the equipment manually, he have some reference in the GUI.
- Thu Jul 09, 2020 6:09 am
- Forum: Modding interface requests
- Topic: LuaEquipmentGrid index
- Replies: 2
- Views: 678
LuaEquipmentGrid index
Hi again, related to the post of LuaEquipmentGrid , why the LuaEquipmentGrid doesen't have an index? I suppose that is why they are in a one to one association to an entity, so for identify it is possible use the index of the entity, but is weird that miss an unique identificator when all other LuaO...
- Thu Jul 09, 2020 3:52 am
- Forum: Won't implement
- Topic: Pointer to LuaEquipmentGrid associated LuaEntity
- Replies: 16
- Views: 3236
Re: Pointer to LuaEquipmentGrid associated LuaEntity
Oh, I'm sorry, seems that my post it's a duplicate: viewtopic.php?f=65&t=85443
Anyway, this show another use case of why this property should be available
Anyway, this show another use case of why this property should be available
- Thu Jul 09, 2020 3:40 am
- Forum: Won't implement
- Topic: Pointer to LuaEquipmentGrid associated LuaEntity
- Replies: 16
- Views: 3236
Pointer to LuaEquipmentGrid associated LuaEntity
Hi, try to mod something using the LuaEquipmentGrid , I found a very strange a thing; from the API documentation, inside the LuaObject of the LuaEquipmentGrid , there isn't any reference to the LuaEntity that own the Equipment Grid . Add a property, "entity" read-only, will improve a and s...
- Wed Jun 24, 2020 1:39 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143786
Re: [MOD 0.18] KRASTORIO^2
Not anymore from the 0.9.23
- Fri Jun 12, 2020 9:48 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143786
Re: [MOD 0.18] KRASTORIO^2
I will just leave here tiny note: in Factorio 0.18.31, Krastorio2's greenhouses have 10k (instead of 1k) volume for water since base_area from input fluid box prototype is now taken into account when there is at least one output or input-output connection for it (see changelog) Thank u to notify me...
- Mon Jun 08, 2020 4:54 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143786
Re: [MOD 0.18] KRASTORIO^2
Already fixed in the 0.9.21 (that will be released soon)pichutarius wrote: βSun Jun 07, 2020 7:12 amwhen i put 2 transceiver, the game crash. cant i put 2?
(one is activated, plopping the second one crash the game)
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- Sat May 30, 2020 12:39 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 143786
Re: [MOD 0.18] KRASTORIO^2
All fixed in the version 0.9.19