Search found 152 matches
- Sun Mar 07, 2021 2:33 am
- Forum: Ideas and Suggestions
- Topic: Fully customizable recipe in locked assembly machine WITHOUT MOD.
- Replies: 9
- Views: 2247
Fully customizable recipe in locked assembly machine WITHOUT MOD.
TL;DR Once the assembly machine is set to recipe_lock, the recipe inside should be totally customizable, the ingredients, productions, energy consumption, duration. I mean, everything. What ? Sometimes, we want to provide some automatic item conversion for players. The shop doesn't do the job autom...
- Tue Feb 16, 2021 11:28 am
- Forum: Modding interface requests
- Topic: Reimplement fluid flow parameters for .17
- Replies: 8
- Views: 3108
Re: Reimplement fluid flow parameters for .17
A liquid prototype needs only 2 properties. 1 is name the other is flow speed( or any equivalent thing). The sepatation of different liquids is a very great idea. If you really add the flow speed function, my "dynamic water" mod could be totally remake with in game pipes. This new way is d...
- Mon Feb 15, 2021 9:33 am
- Forum: Modding interface requests
- Topic: Reimplement fluid flow parameters for .17
- Replies: 8
- Views: 3108
Flow speed property for liquid?
I need some more control on the liquid in my new mod.
If there is no way to control the speed of liquid, then I need to make heat pipe( can't remember the name) prototypes and pass different heats, only to make the flowing slow.
If there is no way to control the speed of liquid, then I need to make heat pipe( can't remember the name) prototypes and pass different heats, only to make the flowing slow.
- Sun Feb 07, 2021 8:45 am
- Forum: Ideas and Suggestions
- Topic: Allow non-zipped scenario file to upload to mod portal directly.
- Replies: 4
- Views: 1045
Re: Allow non-zipped scenario file to upload to mod portal directly.
And it's somehow way more useful than people could even imagine in China. Most of us don't have any vpn or some other tools to get the internet access around the GFW( Great Fire Wall, with which the Chinese government prevents people from visiting most of the websites outside the physical area of C...
- Fri Jan 29, 2021 1:46 am
- Forum: Ideas and Suggestions
- Topic: Allow non-zipped scenario file to upload to mod portal directly.
- Replies: 4
- Views: 1045
Re: Allow non-zipped scenario file to upload to mod portal directly.
Looks like it already possible to distribute scenario as a mod: https://wiki.factorio.com/Scenario_system#Packaging_a_scenario_as_a_mod . User installs and activates them as a usual mod, no unzipping skills required. Yeah, this definitely works. But you know, when we host public games, we always we...
- Tue Jan 26, 2021 9:24 am
- Forum: Ideas and Suggestions
- Topic: Allow non-zipped scenario file to upload to mod portal directly.
- Replies: 4
- Views: 1045
Allow non-zipped scenario file to upload to mod portal directly.
One sentence to describe your idea with a bit different words than in the subject Allow the unzipped scenario uploaded directly or receive zipped scenario files to be read directly. What ? Or should I publish my scenario somewhere else? Why ? Actually the best place to publish a scenario is the mod...
- Wed Jan 20, 2021 7:01 am
- Forum: Ideas and Suggestions
- Topic: Performance friendly tile prototypes.
- Replies: 3
- Views: 873
Re: Performance friendly tile prototypes.
- Tue Jan 19, 2021 3:56 am
- Forum: Ideas and Suggestions
- Topic: Performance friendly tile prototypes.
- Replies: 3
- Views: 873
Performance friendly tile prototypes.
TL;DR We care performance more than the appearance of tiles. What ? Many tile prototypes contain a set of details which enhance the look when they are adjacent to some specific tile. This hurts the performance while doesn't help very much. I suggest that you could make an option to turn off this de...
- Tue Jan 12, 2021 7:23 am
- Forum: Ideas and Suggestions
- Topic: Game list should show the scenario name.
- Replies: 0
- Views: 456
Game list should show the scenario name.
TL;DR Game list should show the scenario name. Also the field should be searchable. Why ? If not, we have to write the scenario name in the server name. And no matter what we try, it takes no advantage of localization. No way to show a game to people read English as Mtn Fortress while to people rea...
- Wed Dec 30, 2020 6:50 am
- Forum: Modding help
- Topic: Gas or Fluid with gravity.
- Replies: 1
- Views: 506
Gas or Fluid with gravity.
Chinese people say, man goes to the peak, while water flows to the valley. I talked to my friends about a conception of modding creature like mechanism in Factorio. But when it comes to the blood, the blood goes as the pressure pushes. But I don't know if there is any mechanism that allows any fluid...
- Fri Dec 18, 2020 3:24 am
- Forum: Ideas and Suggestions
- Topic: Need more examples on MapGenSettings
- Replies: 0
- Views: 396
Need more examples on MapGenSettings
Especially the autoplace_settings field. This is probably the only way for non-mod, per surface, non-callback, generating control.
- Thu Dec 17, 2020 5:48 am
- Forum: Ideas and Suggestions
- Topic: A one-click method to start a scenario.
- Replies: 0
- Views: 422
A one-click method to start a scenario.
When programming in both mods and scenarios, if anything crashes in control.lua, I have to click at least 4( but normally 5) times to restart the scenario. Why not a one click fast start up? When debug, it saves time.
- Sun Dec 13, 2020 5:11 am
- Forum: Outdated/Not implemented
- Topic: Add a function of surface.find_characters.
- Replies: 3
- Views: 1341
Add a function of surface.find_characters.
Parameter list should include force, and a boolean like decoration for it.
- Sun Dec 13, 2020 5:09 am
- Forum: Modding help
- Topic: [1.1.5] surface.find_units function doesn't work at all.
- Replies: 5
- Views: 1582
- Sat Dec 12, 2020 11:32 am
- Forum: Modding help
- Topic: [1.1.5] surface.find_units function doesn't work at all.
- Replies: 5
- Views: 1582
- Sat Dec 12, 2020 3:35 am
- Forum: Modding help
- Topic: [1.1.5] surface.find_units function doesn't work at all.
- Replies: 5
- Views: 1582
[1.1.5] surface.find_units function doesn't work at all.
self.surface.find_entities{self.pos-{10,10},self.pos+{10,10}} works. self.surface.find_units {area= {self.pos-{10,10},self.pos+{10,10}},force="player",condition="same"} doesn't. And some eneity even return a "userdata" when I look into its .force.name code: local result...
- Fri Dec 11, 2020 9:10 am
- Forum: Ideas and Suggestions
- Topic: Invisible percentage for ore active ingredient.
- Replies: 3
- Views: 852
Re: Invisible percentage for ore active ingredient.
- randomly don’t output an item from smelting process? I'm not familiar with the api enough. Yeah, your idea is better. - reduce the balancing. So, it needs a checkbox. What is the gameplay value? 1, More variety of environment as described. 2, More choices to increase the final production, and upg...
- Fri Dec 11, 2020 6:23 am
- Forum: Modding help
- Topic: How to correctly use orientation field in function rendering.draw_sprite()?
- Replies: 2
- Views: 831
- Fri Dec 11, 2020 3:27 am
- Forum: Modding help
- Topic: How to correctly use orientation field in function rendering.draw_sprite()?
- Replies: 2
- Views: 831
How to correctly use orientation field in function rendering.draw_sprite()?
rendering.draw_sprite{surface = self.surface, sprite = self.sprite, target = self.pos, orientation = ***no matter what number I tried, it doesn't make any difference***, time_to_live = 2, x_scale =0.25, y_scale = 0.25} The sprite does show. But this field doesn't seem to have done anything. What is ...
- Thu Dec 10, 2020 1:37 pm
- Forum: Ideas and Suggestions
- Topic: Invisible percentage for ore active ingredient.
- Replies: 3
- Views: 852
Invisible percentage for ore active ingredient.
TL;DR For ore with 100% active ingredient, the production is 1 plate from 1 ore. For 50%, 1 plate from 2 ore items. What ? This needs more field in the prototype(data.lua), and more codes to manage the tooltip for an item. And also, tech to unlock the full display of information. Also, this might s...