Search found 152 matches

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: 1225

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.
by yagaodirac
Wed Dec 09, 2020 5:47 am
Forum: Not a bug
Topic: [1.1.5] rendering.draw_sprite time_to_live has to be at least 2
Replies: 5
Views: 1225

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

Rseding91 wrote:
Wed Dec 09, 2020 5:43 am
Thanks for the report however that's just how it works.
To be honest, I didn't expect this to be intentional. I'll say it's a bug in my tutorial. But it does work well except for this.
by yagaodirac
Wed Dec 09, 2020 3:34 am
Forum: Not a bug
Topic: [1.1.5] rendering.draw_sprite time_to_live has to be at least 2
Replies: 5
Views: 1225

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

rendering.draw_sprite{..., time_to_live = 2} This works.
rendering.draw_sprite{..., time_to_live = 1} This doesn't.
by yagaodirac
Sat Dec 05, 2020 11:59 am
Forum: Not a bug
Topic: [1.1.5] Why you banned custom sprite?
Replies: 3
Views: 870

Re: [1.1.5] Why you banned custom sprite?

eradicator wrote:
Sat Dec 05, 2020 11:36 am
The SpritePath for custom sprites is "name" not "sprite.name".
Oh, my,,,, emmm. Yeah, it works. Thanks.

But to the Factorio staff, why not allow "sprite.name" as well?
by yagaodirac
Sat Dec 05, 2020 11:32 am
Forum: Not a bug
Topic: [1.1.5] Why you banned custom sprite?
Replies: 3
Views: 870

[1.1.5] Why you banned custom sprite?

I have no idea whether you know this detail. In order to display a custom sprite in game, there seems a lot of methods which would work. According to your docs, function rendering.draw_sprite needs a parameter named sprite . It's type is SpritePath. SpritePath accepts 2 forms, first is "type.na...
by yagaodirac
Fri Dec 04, 2020 1:19 pm
Forum: Already exists
Topic: Plz add a way to stop map gen algo from generating stones.
Replies: 6
Views: 1392

Re: Plz add a way to stop map gen algo from generating stones.

eradicator wrote:
Fri Dec 04, 2020 9:51 am
Thank you. I'll look into it tomorrow.
By the way, I planned to write a Factorio tool kit. Something like get_random_point("nauvis"). And already a branch of simple prototypes like projectile prototype without graphics. Or assemblers which don't consume power.
Any idea?
by yagaodirac
Fri Dec 04, 2020 6:53 am
Forum: Already exists
Topic: Plz add a way to stop map gen algo from generating stones.
Replies: 6
Views: 1392

Re: Plz add a way to stop map gen algo from generating stones.

for _,rock in pairs(data.raw['simple-entity']) do rock.autoplace = nil end Should remove all rocks, including those added by other mods, but when other mods are involved just be careful they don't actually use simple-entity with autoplace for stuff other than rocks. Yeah, this is the reason I prefe...
by yagaodirac
Fri Dec 04, 2020 3:21 am
Forum: Already exists
Topic: Plz add a way to stop map gen algo from generating stones.
Replies: 6
Views: 1392

Re: Plz add a way to stop map gen algo from generating stones.

The code looks like it's for stone-ore, but what you're saying sounds like you're talking about those decorative stone-rock entities. My code for now is something like --Removing water if event.x>-5 and event.x<5 and (-5<y<) then surface.get_tile(...).name == "water" or "deepwater&qu...
by yagaodirac
Thu Dec 03, 2020 2:02 pm
Forum: Already exists
Topic: Plz add a way to stop map gen algo from generating stones.
Replies: 6
Views: 1392

Plz add a way to stop map gen algo from generating stones.

stone = { frequency = 1, richness = 1, size = 0} I still see stones around. Could you plz add fields to stop the auto map gen from generating water and stones. It helps when making way different game mode. For now, I have to gen a new surface as empty, and remove stones and water. Or I have to copy ...
by yagaodirac
Thu Dec 03, 2020 1:58 pm
Forum: Not a bug
Topic: [1.1.1] Fail to stop map gen from generating stones.
Replies: 4
Views: 983

Re: [1.1.1] Fail to stop map gen from generating stones.

ickputzdirwech wrote:
Wed Dec 02, 2020 11:21 am
You can’t move it yourself, only moderators can do that. You can however create a new topic in the appropriate subforum. „Modding help“ and „Modding interface requests“ are both in Modding Discussions
Oh,, I saw it. Thanks.
by yagaodirac
Wed Dec 02, 2020 10:43 am
Forum: Not a bug
Topic: [1.1.1] Fail to stop map gen from generating stones.
Replies: 4
Views: 983

Re: [1.1.1] Fail to stop map gen from generating stones.

Bilka wrote:
Wed Dec 02, 2020 7:38 am
The bug report subforum is not a replacement for the modding help subforum. Please do not post your modding help requests here.
Hi. A short question. How to move this thread to modding interface require? I can't find that page..
by yagaodirac
Wed Dec 02, 2020 6:31 am
Forum: Won't fix.
Topic: [1.1.1] The scale parameter in icon doesn't work?
Replies: 2
Views: 975

Re: [1.1.1] The scale parameter in icon doesn't work?

It does, but has different behavior, than in sprite definitions. If you don't specify it, scale will be inferred based on icon_size. For icon_size = 64, the inferred scale would be 0.5 (because internally the icons are expected to be 32x32px), so setting scale = 0.5 does nothing different. Oh, inte...
by yagaodirac
Wed Dec 02, 2020 3:13 am
Forum: Won't fix.
Topic: [1.1.1] The scale parameter in icon doesn't work?
Replies: 2
Views: 975

[1.1.1] The scale parameter in icon doesn't work?

icons = { { icon = "some file name", icon_size = 64, tint = {r = 0.2,g= 0.8,b=0.2,a=1} }, { icon ="some file name", icon_size = 64, scale = 0.5, ------------this 0.5 behave the same as 1, according to my eyesight. }, } , I have to assign it to 0.3 to actually make it a little bit...
by yagaodirac
Wed Dec 02, 2020 2:51 am
Forum: Modding interface requests
Topic: New controller
Replies: 6
Views: 1268

Re: New controller

But, in this way, it is possible to keep more ui as what we see in general cases? Overlapping guis are always difficult. Making the cam not full-screen but a bit smaller might work. I have to combine a character entity with a god mod controller in code. It's just that from my experience using LuaEn...
by yagaodirac
Wed Dec 02, 2020 2:46 am
Forum: Not a bug
Topic: [1.1.1] Fail to stop map gen from generating stones.
Replies: 4
Views: 983

[1.1.1] Fail to stop map gen from generating stones.

stone = { frequency = 1, richness = 1, size = 0} I still see stones around. And could you plz add a field to stop the auto map gen from generating water. It helps when making way different game mode. For now, I have to gen a new surface as empty, and remove stones and water.
by yagaodirac
Tue Dec 01, 2020 2:15 am
Forum: Modding interface requests
Topic: New controller
Replies: 6
Views: 1268

Re: New controller

In the mean time you could also try using a full-screen camera gui element with the default controller. But, in this way, it is possible to keep more ui as what we see in general cases? My plan is that a god mod controller, a separated character entity, and they work together via lua. But I need on...
by yagaodirac
Mon Nov 30, 2020 5:59 am
Forum: Modding interface requests
Topic: New controller
Replies: 6
Views: 1268

Re: New controller

ssilk wrote:
Sun Nov 29, 2020 8:20 am
moved from suggestions to modding requests— ssilk
Thanks. If this feature finally added, it would probably help with the bullet-hell-game mode for the modders.
by yagaodirac
Mon Nov 30, 2020 2:43 am
Forum: Not a bug
Topic: [1.1.1] Error info doesn't provide useful info when I create "grenade" entity.
Replies: 5
Views: 1075

Re: [1.1.1] Error info doesn't provide useful info when I create "grenade" entity.

Thank you for helping. Here's the final result. local simple_grenade = { acceleration = 0.005, action = { { action_delivery = { target_effects = { { damage = { amount = 35, type = "explosion" }, type = "damage" }, }, type = "instant" }, radius = 6.5, type = "area&q...
by yagaodirac
Sun Nov 29, 2020 1:21 pm
Forum: Not a bug
Topic: [1.1.1] Error info doesn't provide useful info when I create "grenade" entity.
Replies: 5
Views: 1075

Re: [1.1.1] Error info doesn't provide useful info when I create "grenade" entity.

If I write game.players[1].surface.create_entity{name = "grenade", position = {0,0}, target=game.players[1]} inside my code, I get an error info. It says that the speed is not in ROOT. But what is the speed? surface.create_entity function doesn't receive a parameter named speed. Does it h...
by yagaodirac
Sun Nov 29, 2020 1:19 pm
Forum: Not a bug
Topic: [1.1.1] Error info doesn't provide useful info when I create "grenade" entity.
Replies: 5
Views: 1075

Re: [1.1.1] Error info doesn't provide useful info when I create "grenade" entity.

If I write game.players[1].surface.create_entity{name = "grenade", position = {0,0}, target=game.players[1]} inside my code, I get an error info. It says that the speed is not in ROOT. But what is the speed? surface.create_entity function doesn't receive a parameter named speed. Does it h...

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