Search found 625 matches
- Tue Dec 08, 2020 7:23 pm
- Forum: Implemented mod requests
- Topic: LuaEntity.autopilot_waypoints to access spidertron waypoints
- Replies: 2
- Views: 1118
Re: LuaEntity.autopilot_waypoints to access spidertron waypoints
Thanks very much!
- Mon Dec 07, 2020 1:05 pm
- Forum: Implemented mod requests
- Topic: LuaEntity.autopilot_waypoints to access spidertron waypoints
- Replies: 2
- Views: 1118
LuaEntity.autopilot_waypoints to access spidertron waypoints
Currently there is only LuaEntity.autopilot_destination which returns a single position. This should really be a list of positions, or a separate autopilot_waypoints which returns a list of positions, one for each waypoint.
- Sat Dec 05, 2020 1:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.5] Spidertron Acid graphical misplacement
- Replies: 2
- Views: 971
Re: [1.1.5] Spidertron Acid graphical misplacement
Agreed. The acid moves with the spidertron, but it looks comically out of place, as if it is floating underneath it.
- Sat Dec 05, 2020 8:04 am
- Forum: Modding interface requests
- Topic: Get list of spidertrons following a certain spidertron
- Replies: 5
- Views: 1301
Re: Get list of spidertrons following a certain spidertron
I personally would disagree with "prohibitively slow". Generally yes iterating all entities of a type on the surface is not the best idea, but think about the scale of the problem here. Iterating every transport belt would be prohibitively slow, as there are frequently thousands of those....
- Sat Dec 05, 2020 7:58 am
- Forum: Modding interface requests
- Topic: Get list of spidertrons following a certain spidertron
- Replies: 5
- Views: 1301
Re: Get list of spidertrons following a certain spidertron
Thanks for the info. I went ahead and implemented my workaround, which should work reasonably well. If you want to see it, it is this commit: https://github.com/tburrows13/Spidertro ... 8346103152
- Sat Dec 05, 2020 5:22 am
- Forum: Modding interface requests
- Topic: Get list of spidertrons following a certain spidertron
- Replies: 5
- Views: 1301
Get list of spidertrons following a certain spidertron
I can find the spidertron that a certain spidertron is following using LuaEntity.follow_target (https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.follow_target). Would it be possible to get the reverse? For example LuaEntity.targets_following -> array of spidertrons. ----- Workarounds 1. ...
- Sat Dec 05, 2020 1:34 am
- Forum: Modding interface requests
- Topic: New event: on_spidertron_command_cancelled
- Replies: 1
- Views: 776
Re: New event: on_spidertron_command_cancelled
I guess that it would still be nice to have, but I have a fairly neat (and perfectly behaved as far I can tell) workaround here: https://github.com/tburrows13/SpidertronWaypoints/blob/aad2bae3f57804a24cdbd1112619dc6e455ce647/control.lua#L396-L407 (with the custom controls being defined here: https:/...
- Fri Dec 04, 2020 3:22 am
- Forum: Releases
- Topic: Version 1.1.4
- Replies: 24
- Views: 16705
Re: Version 1.1.4
That's actually a feature that I wrote for my Spidertron Engineer mod (https://mods.factorio.com/mod/SpidertronEngineer). Now that you've mentioned it here, I think that I might release that little bit as a standalone mod, without all the 'transform-the-player-into-a-spidertron' extra that the orig...
- Fri Dec 04, 2020 12:23 am
- Forum: Releases
- Topic: Version 1.1.4
- Replies: 24
- Views: 16705
Re: Version 1.1.4
That's actually a feature that I wrote for my Spidertron Engineer mod (https://mods.factorio.com/mod/SpidertronEngineer). Now that you've mentioned it here, I think that I might release that little bit as a standalone mod, without all the 'transform-the-player-into-a-spidertron' extra that the orig...
- Thu Dec 03, 2020 9:04 pm
- Forum: Releases
- Topic: Version 1.1.4
- Replies: 24
- Views: 16705
Re: Version 1.1.4
Hoping for balancing increased spidertron movement speed or equipment grid size Nah, the spidertron speed buff I want to see is "Spidertron can now climb on and attach itself to a train wagon" That would be pretty cool. Go to train car and "enter" it to attach :D That's actually...
- Wed Dec 02, 2020 4:15 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Train mode toggle
- Replies: 4
- Views: 1127
Re: [Request] Train mode toggle
4. Use Honk that also includes the shortcut, as mentioned in this mod's description.
- Wed Dec 02, 2020 12:12 am
- Forum: Not a bug
- Topic: [1.1.3] All single click interaction now requires double click
- Replies: 8
- Views: 2805
Re: [1.1.3] All single click interaction now requires double click
I would highly recommend to avoid using this operating system and reverting to previous one. https://www.google.com/search?q=apple+big+sur+spying+on+you Assuming that you are referring to the OS contacting Apple's servers when you open a program for the first time, that's been going on since Catali...
- Tue Dec 01, 2020 9:07 pm
- Forum: Modding help
- Topic: Allow for shorter, rather than longer, reach.
- Replies: 15
- Views: 2525
Re: Allow for shorter, rather than longer, reach.
What's wrong with doing it in data stage? https://wiki.factorio.com/Prototype/Character#build_distance Unless you just want to use a console command I am still very much a beginner so much of factorios mod development is still a mystery to me. I'm not sure what "would be wrong with doing in th...
- Tue Dec 01, 2020 8:37 pm
- Forum: Modding help
- Topic: Allow for shorter, rather than longer, reach.
- Replies: 15
- Views: 2525
Re: Allow for shorter, rather than longer, reach.
[Koub] I'm moving this to "Modding interface requests", because I'm pretty sure reach won't be reduced in vanilla, but it makes sense to request for it for modding purpose - as it's already possible to increase reach, why not decrease it. This change is more significant that just changing...
- Tue Dec 01, 2020 7:25 pm
- Forum: Technical Help
- Topic: [1.1.3] FPS drops constantly
- Replies: 9
- Views: 2233
Re: [1.1.3] FPS drops constantly
If it happens again try updating the steelseries software. Is this a known issue? Does their software often cause this? I'm kinda really curious to know how you could look at the OP and think steelseries! Yes it’s a known issue with the steelseries api (that was implemented in 1.1): https://forums....
- Tue Dec 01, 2020 7:27 am
- Forum: Ideas and Suggestions
- Topic: "Select all" tick-box at the bottom of the mod list
- Replies: 2
- Views: 355
"Select all" tick-box at the bottom of the mod list
It is quite common in UI design to add another "select all" box at the bottom of a long list as well as at the top to save you from having to scroll up all the way. This would be nice to have for the mod lists ingame. Alternatively how about a sticky header row, including the "select ...
- Tue Dec 01, 2020 6:53 am
- Forum: Ideas and Suggestions
- Topic: Tiny icons are causing me eye strain. What about a text based alternative to icon grids?
- Replies: 10
- Views: 1616
Re: Tiny icons are causing me eye strain. What about a text based alternative to icon grids?
Do you know about the UI scale in the settings? I'm not sure that it increases icon sizes but it should help with everything else.
This mod may be of some use: https://mods.factorio.com/mod/QuickItemSearch
This mod may be of some use: https://mods.factorio.com/mod/QuickItemSearch
- Tue Dec 01, 2020 5:05 am
- Forum: Modding help
- Topic: Need help replacing a recipie
- Replies: 8
- Views: 2287
Re: Need help replacing a recipie
You can't bind multiple times to the same event (defines.events.on_research_finished). Put those all into one block. Secondly, you are mixing up control and data. The event hooks should go in control.lua and the recipe additions (anything that deals with data.raw) should go in data.lua. That's why y...
- Tue Dec 01, 2020 1:05 am
- Forum: Modding interface requests
- Topic: Add modifier keys used to on_player_used_spider_remote
- Replies: 7
- Views: 1655
Re: Add modifier keys used to on_player_used_spider_remote
This should be fully possible to implement in 1.1 (albeit somewhat hacky) because you can now get the mouse position from CustomInput. From that you can check if the player is holding a spidertron remote and set the autopilot_target to that position (might be slightly more complex because you can't ...
- Sun Nov 29, 2020 11:46 am
- Forum: Duplicates
- Topic: [1.1.2] Blank full-screen window left after restart on macOS
- Replies: 2
- Views: 611
Re: [1.1.2] Blank full-screen window left after restart on macOS
Thanks for the info. It looks like it will be fixed in the next version of SDL then...