Search found 151 matches

by yagaodirac
Tue Feb 16, 2021 11:28 am
Forum: Modding interface requests
Topic: Reimplement fluid flow parameters for .17
Replies: 8
Views: 1208

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...
by yagaodirac
Mon Feb 15, 2021 9:33 am
Forum: Modding interface requests
Topic: Reimplement fluid flow parameters for .17
Replies: 8
Views: 1208

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.
by yagaodirac
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: 238

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...
by yagaodirac
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: 238

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...
by yagaodirac
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: 238

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...
by yagaodirac
Wed Jan 20, 2021 7:01 am
Forum: Ideas and Suggestions
Topic: Performance friendly tile prototypes.
Replies: 3
Views: 212

Re: Performance friendly tile prototypes.

bormand wrote:
Tue Jan 19, 2021 11:14 am
yagaodirac wrote:
Tue Jan 19, 2021 3:56 am
We care performance more than the appearance of tiles.
Press F4, check show-raw-tile-transitions. Hope it helps.
OK, thanks. I didn't know this.
by yagaodirac
Tue Jan 19, 2021 3:56 am
Forum: Ideas and Suggestions
Topic: Performance friendly tile prototypes.
Replies: 3
Views: 212

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...
by yagaodirac
Tue Jan 12, 2021 7:23 am
Forum: Ideas and Suggestions
Topic: Game list should show the scenario name.
Replies: 0
Views: 103

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...
by yagaodirac
Wed Dec 30, 2020 6:50 am
Forum: Modding help
Topic: Gas or Fluid with gravity.
Replies: 1
Views: 140

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...
by yagaodirac
Fri Dec 18, 2020 3:24 am
Forum: Ideas and Suggestions
Topic: Need more examples on MapGenSettings
Replies: 0
Views: 96

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.
by yagaodirac
Thu Dec 17, 2020 5:48 am
Forum: Ideas and Suggestions
Topic: A one-click method to start a scenario.
Replies: 0
Views: 91

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.
by yagaodirac
Sun Dec 13, 2020 5:11 am
Forum: Outdated/Not implemented
Topic: Add a function of surface.find_characters.
Replies: 3
Views: 362

Add a function of surface.find_characters.

Parameter list should include force, and a boolean like decoration for it.
by yagaodirac
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: 487

Re: [1.1.5] surface.find_units function doesn't work at all.

PFQNiet wrote:
Sat Dec 12, 2020 12:18 pm
Thanks. I actually guessed this possibility. But I didn't want it to be the answer, since I didn't find any function named find_character.
by yagaodirac
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: 487

Re: [1.1.5] surface.find_units function doesn't work at all.

Klonan wrote:
Sat Dec 12, 2020 9:39 am
What kind of units are you looking for?
Can you provide a screenshot of the test setup?
character. OK, I'll paste as much useful info and code here tomorrow.
by yagaodirac
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: 487

[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...
by yagaodirac
Fri Dec 11, 2020 9:10 am
Forum: Ideas and Suggestions
Topic: Invisible percentage for ore active ingredient.
Replies: 3
Views: 179

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...
by yagaodirac
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: 252

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 ...
by yagaodirac
Thu Dec 10, 2020 1:37 pm
Forum: Ideas and Suggestions
Topic: Invisible percentage for ore active ingredient.
Replies: 3
Views: 179

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...
by yagaodirac
Thu Dec 10, 2020 5:43 am
Forum: Not a bug
Topic: [1.1.5] rendering.draw_sprite time_to_live has to be at least 2
Replies: 5
Views: 387

Re: [1.1.5] rendering.draw_sprite time_to_live has to be at least 2

Rseding91 wrote:
Wed Dec 09, 2020 5:53 am
I really recommend you introduce more intuition in api. This detail is annoying with nothing good in return.

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