Search found 429 matches

by Xorimuth
Sun May 22, 2022 4:27 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.59] collision_mask_util.get_first_unused_layer() doesn’t check tiles
Replies: 1
Views: 304

[1.1.59] collision_mask_util.get_first_unused_layer() doesn’t check tiles

`collision_mask_util.get_first_unused_layer()` doesn’t check for collision masks only used by tiles. If I use it and only assign it to tiles then the next mod that uses it will be given the same layer that I just used. This obviously causes all sorts of problems and is quite hard to diagnose (in my ...
by Xorimuth
Sat May 21, 2022 11:57 pm
Forum: Won't implement
Topic: Allow mods to default custom presets
Replies: 7
Views: 742

Re: Allow mods to default custom presets

+1 Map Gen Presets are part of the intended experience for overhaul mods and not being able to change the default settings seems very strange. Currently you just have hacks like in Space Exploration where it prints "You haven't selected the Space Exploration preset" in the console if you d...
by Xorimuth
Thu May 19, 2022 10:17 pm
Forum: Mod portal Discussion
Topic: 1.1 search returning a 0.18 mod
Replies: 2
Views: 168

1.1 search returning a 0.18 mod

The following search returns a 0.18 mod even though it is specified to be searching v1.1: https://mods.factorio.com/query/realist ... ersion=1.1
Screenshot 2022-05-19 at 23.17.17.png
Screenshot 2022-05-19 at 23.17.17.png (1.93 MiB) Viewed 146 times
by Xorimuth
Thu May 19, 2022 9:46 am
Forum: Ideas and Requests For Mods
Topic: Mod to enable filter on chest slots
Replies: 16
Views: 905

Re: Can such module function be realized?

I did end up making a car-type container mod if you want to experiment with it. I think I left filtering enabled. It would be possible to make a 1x1 grid-snapped version, I suppose. https://mods.factorio.com/mod/shipping-containers Can I give you a suggestion? Can the following information be hidde...
by Xorimuth
Thu May 19, 2022 1:56 am
Forum: Won't implement
Topic: ElectricPole supply_area_position
Replies: 1
Views: 120

ElectricPole supply_area_position

For my mod Power Overload I'd like to add an ElectricPole entity that can only attach to machines on one side. Currently a pole's supply area most be a square at its centre, so instead of shifting that, I've been shifting the pole's collision box, graphics, etc. Unfortunately, a collision box must i...
by Xorimuth
Tue May 17, 2022 11:44 pm
Forum: Ideas and Suggestions
Topic: Unified Statistics Panel
Replies: 11
Views: 1019

Re: Unified Statistics Panel

Qon wrote:
Tue May 17, 2022 9:38 pm
ssilk wrote:
Sat May 14, 2022 7:07 am
You can paint on the map
You can? How? :shock:
You definitely can’t (viewtopic.php?t=76539). I assume ssilk means map as in the world.
by Xorimuth
Tue May 17, 2022 11:34 am
Forum: Modding help
Topic: Secondary "Power" Grid
Replies: 8
Views: 333

Re: Secondary "Power" Grid

The only problem now is that this doesn't prevent powering plasma machines with electricity. Another option is to disable your plasma machines when they touch a normal electric pole's coverage, similar to SE's beacon overload system, also mimicked by Beacon Rebalance . You could make it part of the...
by Xorimuth
Tue May 17, 2022 9:58 am
Forum: Modding help
Topic: Secondary "Power" Grid
Replies: 8
Views: 333

Re: Secondary "Power" Grid

Hey, I'm the author of another power overhaul mod (Power Overload) so I've thought about these things a bit. Here's what I'd suggest for your secondary power grid: Automatically disconnect electric poles from plasma poles whenever they are placed, using a method similar to https://github.com/tburrow...
by Xorimuth
Mon May 16, 2022 10:51 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.59] Circular dependency error doesn't list all mods
Replies: 3
Views: 583

[1.1.59] Circular dependency error doesn't list all mods

There's currently a circular dependency issue between Krastorio2 , Space Exploration Postprocess , and Spidertron Tiers which means that all 3 cannot be loaded simultaneously. This is causing many people to seek help on K2 and SE discord servers because there's no indication that Spidertron Tiers is...
by Xorimuth
Mon May 16, 2022 4:10 pm
Forum: Mods
Topic: [MOD 1.0+] Larger Lamps
Replies: 55
Views: 9032

Re: [MOD 1.0+] Larger Lamps

Have you thought about adding integration in the form of a recipe change for glass? I prefer it when the material-providing mod is responsible for the integration. For example IR2 added glass to lamp recipes (both this mod's and vanilla's small lamps). Agreed - I'll submit a change to AAI for this ...
by Xorimuth
Sun May 15, 2022 3:54 am
Forum: Modding help
Topic: [SOLVED] Make an entity unplaceable on stone path/concrete/refined concrete/etc?
Replies: 6
Views: 324

Re: Make an entity unplaceable on stone path/concrete/refined concrete/etc?

Yes, see Klonan’s transport drones for a path tile that you can’t place any other entity on, just using collision masks.
by Xorimuth
Fri May 13, 2022 7:47 am
Forum: Ideas and Suggestions
Topic: [0.15.1] Improvements to the mod options
Replies: 15
Views: 1299

Re: [0.15.1] Improvements to the mod options

Agreed that I don't think most mod setting names should be coloured. It is very useful for setting descriptions (tooltips) though. My reasoning for using colors in the setting names was that players can see at a glance what the setting's default value, without having to move the cursor to show the ...
by Xorimuth
Fri May 13, 2022 6:09 am
Forum: Ideas and Suggestions
Topic: [0.15.1] Improvements to the mod options
Replies: 15
Views: 1299

Re: [0.15.1] Improvements to the mod options

ssilk wrote:
Fri May 13, 2022 5:52 am
Hm. More colors != better
Agreed that I don't think most mod setting names should be coloured. It is very useful for setting descriptions (tooltips) though.
by Xorimuth
Fri May 13, 2022 6:07 am
Forum: Ideas and Requests For Mods
Topic: Coloring Cars (And other entities) Similar to Trains
Replies: 3
Views: 144

Re: Coloring Cars (And other entities) Similar to Trains

This almost certainly isn't possible with the current API, you'd have to request the devs to add it.

Similar-ish request: viewtopic.php?f=28&t=97238
by Xorimuth
Tue May 10, 2022 8:08 pm
Forum: Modding help
Topic: How to get the translation?
Replies: 19
Views: 601

Re: How to get the translation?

Note that you can use flib's set_use_local_storage to avoid storing anything in global (I think) but at the expense of needing to regenerate the dictionary every load (generating the dictionary causes quite large network traffic in multiplayer).
by Xorimuth
Tue May 10, 2022 6:36 pm
Forum: Modding help
Topic: How to get the translation?
Replies: 19
Views: 601

Re: How to get the translation?

You're right I haven't said why I'm doing all this. I want to create a dictionary from which to filter a word (or fragment of a word) in the translations. Yes, that's what I'm looking for, but that MOD uses a library that I don't understand, and I have tried to understand it. Fair enough - though I...
by Xorimuth
Tue May 10, 2022 6:01 pm
Forum: Modding help
Topic: How to get the translation?
Replies: 19
Views: 601

Re: How to get the translation?

I'm not very familiar with how the translation API works. Does it do things that you can't with simple localised printing? Where do you need to display the translated strings? Normally I just do, for example, "game.print({"item-name.iron-plate"})" and it selects the correct tran...
by Xorimuth
Thu May 05, 2022 3:21 pm
Forum: Modding help
Topic: What happens with integer overflow?
Replies: 12
Views: 531

Re: What happens with integer overflow?

Ok, thanks! In my case, with the mod I'm modifying, I'm taking game.tick and adding an additional number to it before storing it away. While this obviously shouldn't be an issue for a long time, I just wanted to make sure it wouldn't start causing crashing or anything when someone starts nearing th...
by Xorimuth
Tue May 03, 2022 3:43 am
Forum: Releases
Topic: Version 1.1.58
Replies: 19
Views: 7404

Re: Version 1.1.58

[*]Fixed an issue with item-with-inventory extending inventories and quickbars. (https://forums.factorio.com/102095) Alternatively is there a mod out that that allows players to add more toolbar-like slots (allowing mouse access to items and/or blueprints. I don't care about keyboard shortcuts). ht...

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