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by Xorimuth
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.
by Xorimuth
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.
by Xorimuth
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....
by Xorimuth
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
by Xorimuth
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. ...
by Xorimuth
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:/...
by Xorimuth
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...
by Xorimuth
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...
by Xorimuth
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...
by Xorimuth
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.
by Xorimuth
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...
by Xorimuth
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...
by Xorimuth
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...
by Xorimuth
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....
by Xorimuth
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 ...
by Xorimuth
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
by Xorimuth
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...
by Xorimuth
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 ...
by Xorimuth
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... :P

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