I really recommend you introduce more intuition in api. This detail is annoying with nothing good in return.
Search found 152 matches
- 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: 1334
- 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: 1334
- 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: 1334
[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.
rendering.draw_sprite{..., time_to_live = 1} This doesn't.
- Sat Dec 05, 2020 11:59 am
- Forum: Not a bug
- Topic: [1.1.5] Why you banned custom sprite?
- Replies: 3
- Views: 1008
Re: [1.1.5] Why you banned custom sprite?
Oh, my,,,, emmm. Yeah, it works. Thanks.eradicator wrote: ↑Sat Dec 05, 2020 11:36 amThe SpritePath for custom sprites is "name" not "sprite.name".
But to the Factorio staff, why not allow "sprite.name" as well?
- Sat Dec 05, 2020 11:32 am
- Forum: Not a bug
- Topic: [1.1.5] Why you banned custom sprite?
- Replies: 3
- Views: 1008
[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...
- 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: 1726
Re: Plz add a way to stop map gen algo from generating stones.
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?
- 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: 1726
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...
- 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: 1726
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...
- 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: 1726
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 ...
- 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: 1123
Re: [1.1.1] Fail to stop map gen from generating stones.
Oh,, I saw it. Thanks.ickputzdirwech wrote: ↑Wed Dec 02, 2020 11:21 amYou 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
- 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: 1123
- 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: 1078
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...
- 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: 1078
[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...
- Wed Dec 02, 2020 2:51 am
- Forum: Modding interface requests
- Topic: New controller
- Replies: 6
- Views: 1457
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...
- 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: 1123
[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.
- Tue Dec 01, 2020 2:15 am
- Forum: Modding interface requests
- Topic: New controller
- Replies: 6
- Views: 1457
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...
- Mon Nov 30, 2020 5:59 am
- Forum: Modding interface requests
- Topic: New controller
- Replies: 6
- Views: 1457
- 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: 1238
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...
- 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: 1238
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...
- 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: 1238
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...