Search found 422 matches

by Afforess
Sat Feb 11, 2017 5:25 am
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 46456

Re: [0.13-0.14] [Library]Factorio Standard Library Project 0.8.0

Is this still up to date and maintained? If yes, do you mind if I use this as built in extra libraries, for the tool I'm making right now? Link in my signature. Yes it is. We encourage all mod developers to use stdlib in their projects wherever it is useful. Feel free to use it for tools and other ...
by Afforess
Fri Jan 27, 2017 1:14 pm
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 46069

Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics

Yep, so I just went in and modified the code and eliminated the gun turret from the mod, and it went from being the mod that took up the most CPU time to one of them taking up the least CPU time. If anyone is looking for the turret-less version, I'll upload it here. The author is, of course, perfec...
by Afforess
Thu Jan 12, 2017 4:04 am
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 46456

Re: [0.13-0.14] [Library]Factorio Standard Library Project 0.8.0

The Factorio Standard Library 0.8.0 is released, with a number of additions and improvements: Version 0.8.0 (No Breaking Changes) Fixed loading error when train module was loaded before the game object existed Fixed Trains.on_train_id_changed event not firing correctly Deprecated Area.adjust, due to...
by Afforess
Thu Nov 03, 2016 6:19 pm
Forum: Modding interface requests
Topic: on_gate_changed_state
Replies: 10
Views: 3531

Re: on_gate_changed_state

Wouldn't it be more useful to just make a on_player_changed_position event? I could make it so it only fires when the tile the player is standing on changes so it wouldn't keep firing every few pixels the player moved while on the same tile. It would work for everything a mod would want as far as I...
by Afforess
Thu Nov 03, 2016 6:10 pm
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 46456

Re: [0.12-0.14] [Library]Factorio Standard Library Project 0.7.0

lettherebelight wrote:Found a documentation bug on http://afforess.github.io/Factorio-Stdl ... rface.html. The example for find_all_entities says final_all_entities instead.
Nice find! I've updated the documentation and fixed the typo.
by Afforess
Tue Oct 18, 2016 2:53 pm
Forum: Modding interface requests
Topic: ItemEntity from TransportLine
Replies: 7
Views: 2439

Re: ItemEntity from TransportLine

Currently TransportLine only gives item name and counts, I need to access the health too. Trying to find entities also skip the items on transport lines. So I can't get this info in any way, however the health exists, and is available if an inserter or player picks up the item from the belt. Transp...
by Afforess
Sun Oct 16, 2016 8:06 pm
Forum: Already exists
Topic: Custom entity lua state handling in blueprints.
Replies: 12
Views: 7237

Re: Custom entity lua state handling in blueprints.

+1 to blueprint events.
by Afforess
Sun Oct 16, 2016 6:31 pm
Forum: Modding discussion
Topic: Group to assist mod/script/tool developers
Replies: 4
Views: 1949

Re: Group to assist mod/script/tool developers

TLDR: Get a group together to proactively prevent mods/scripts/tools from death when the developer could use help. I think it is a good idea. The problem with software development in a group is, that the afford for quality-management, tests, releases etc. etc. rises extremely compared to single res...
by Afforess
Wed Oct 12, 2016 2:21 am
Forum: Modding discussion
Topic: Metatables, NOT
Replies: 8
Views: 3428

Re: Metatables, NOT

Metatables are just a poor idea because they aren't serialized. That one issue alone makes them not worth the hassle in most mods. Worse performance is just insult to injury.
by Afforess
Wed Oct 12, 2016 2:15 am
Forum: Modding help
Topic: FactorioLua: Does an entity change it's adress over livetime?
Replies: 9
Views: 2744

Re: FactorioLua: Does an entity change it's adress over livetime?

Followup: ssilk, you may have figured this out already, but the Factorio Stdlib Project has a working implementation here: https://github.com/Afforess/Factorio-Stdlib/blob/master/stdlib/entity/entity.lua Essentially, you can do things like Entity.set_data(entity_obj, { table of cool stuff }), and th...
by Afforess
Fri Oct 07, 2016 8:55 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104084

Re: Friday Facts #159 - Research revolution

Another thought on this, as I'm sure not everyone agrees with me (though they are WRONG :D ) is to have the science factor be governed by a game setting. Allowing masochist to make the game take more science if they desire it. Marathon mod. I don't like the marathon mod. I don't want everything in ...
by Afforess
Fri Oct 07, 2016 8:46 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104084

Re: Friday Facts #159 - Research revolution

Another thought on this, as I'm sure not everyone agrees with me (though they are WRONG :D ) is to have the science factor be governed by a game setting. Allowing masochist to make the game take more science if they desire it. Marathon mod. I don't like the marathon mod. I don't want everything in ...
by Afforess
Mon Oct 03, 2016 8:08 pm
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 34695

Re: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots

Not sure if this has been reported yet or not but if you deconstruct the logistic mining drill with your robots they pick up as regular electric mining drills. That's no bug. Logistics Mining Drills are made with regular electric drills + batteries. If you deconstruct (or mine by hand), you lose th...
by Afforess
Sat Oct 01, 2016 5:00 pm
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 46456

Re: [0.12-0.14] [Library]Factorio Standard Library Project 0.7.0

ssilk wrote:BTW: Alex Aulbach is me. :)
Cool! :D
by Afforess
Fri Sep 30, 2016 11:27 pm
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 46456

[0.12-0.14] [Library]Factorio Standard Library Project 0.7.0

The Factorio Standard Library 0.7.0 is released, with a number of additions: Version 0.7.0 (No Breaking Changes) [/i] Fixed documentation for Entity.to_collision_area Fixed documentation for Area.to_table Changed Game.print_all to print to offline players (fixes https://github.com/Afforess/Factorio-...
by Afforess
Fri Sep 30, 2016 11:18 pm
Forum: Modding help
Topic: Event System in STDLIB
Replies: 21
Views: 6191

Re: Event System in STDLIB

How are the event handlers persisted through save-load? And if not, how are the order of the registered events maintained if mods have to re-register on_load? They aren't, persisting closures is complex and generally not useful. The order is deterministic because event handlers are registered when ...
by Afforess
Fri Sep 30, 2016 9:18 pm
Forum: Modding help
Topic: Event System in STDLIB
Replies: 21
Views: 6191

Re: Event System in STDLIB

How are the event handlers persisted through save-load? And if not, how are the order of the registered events maintained if mods have to re-register on_load? They aren't, persisting closures is complex and generally not useful. The order is deterministic because event handlers are registered when ...
by Afforess
Fri Sep 30, 2016 3:32 am
Forum: Modding help
Topic: Event System in STDLIB
Replies: 21
Views: 6191

Re: Event System in STDLIB

Just wondering, what's the advantage to aliasing script.on_event(...)? To me, it seems like it's just going to obscure the code so someone else doesn't understand what's happening compared to just registering the events directly. It will also be ever so slightly slower because it has to do more fun...
by Afforess
Thu Sep 22, 2016 9:56 pm
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 46456

Re: [0.12-0.14] [Library]Factorio Standard Library Project 0.6.0

As a belated followup notice, I can attest to there being no significant API changes in 0.14 that affect the Factorio Standard Library Project, and it remains compatible with all mods between 0.12.X and 0.14.X. Notice will be provided if the range of versions compatible changes in the future. Well,...
by Afforess
Thu Sep 22, 2016 9:37 pm
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 46456

Re: [0.12-0.14] [Library]Factorio Standard Library Project 0.6.0

As a belated followup notice, I can attest to there being no significant API changes in 0.14 that affect the Factorio Standard Library Project, and it remains compatible with all mods between 0.12.X and 0.14.X. Notice will be provided if the range of versions compatible changes in the future.

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