Search found 1025 matches
- Tue Dec 10, 2019 12:20 am
- Forum: Implemented mod requests
- Topic: Allow finer-grained control over artillery shots via flares
- Replies: 6
- Views: 2412
Re: Allow finer-grained control over artillery shots via flares
@Honktown, thanks for the suggestion, but that workaround is unacceptable. I need the vanilla artillery-turret to be able to accept (load) and fire different ammo categories, because the ammunitions themselves need to differ from the "artillery-shell" category to be able to respond to dif...
- Tue Dec 10, 2019 12:00 am
- Forum: Ideas and Suggestions
- Topic: Better scaling of enemies + alien tactics
- Replies: 13
- Views: 4792
Re: Better scaling of enemies + alien tactics
A few suggestions in addition to yours: - Spawners hit points and resistances should scale up with the evolution factor. - Rocket launcher feels very overpowered once you give it some shooting speed upgrades. - Personal Laser Defense setups are way too strong for taking out bases in the late game. ...
- Mon Dec 09, 2019 11:46 pm
- Forum: Modding help
- Topic: [Simple Silicon:] Can't change crafting time for quartz
- Replies: 5
- Views: 1458
Re: [Simple Silicon:] Can't change crafting time for quartz
You could add the energy change in data-final-fixes, at the end of the file. ... data.raw.recipe["SiSi-quartz"].normal.energy_required = .5 Hallelujah, Brothers and Sisters, this circumvents the problem! I added the line at the bottom of recipe.lua (with energy_required=1, not .5, that's ...
- Mon Dec 09, 2019 2:57 am
- Forum: Modding help
- Topic: rendering.get_all_ids() doesn't show me everything?
- Replies: 1
- Views: 540
rendering.get_all_ids() doesn't show me everything?
I was hoping to find light sources, but when I load my game and call rendering.get_all_ids, I get six back, and all of them are text. I'm doing an "is the character in darkness" test, and since I can't get lamp intensity/size from item_prototypes, I was hoping I could check if a light exis...
- Mon Dec 09, 2019 1:31 am
- Forum: Implemented mod requests
- Topic: Allow finer-grained control over artillery shots via flares
- Replies: 6
- Views: 2412
Re: Allow finer-grained control over artillery shots via flares
Interestingly, ArtilleryRemoteCapsuleAction is not documented in the api, though it has an entry in the wiki. I was going to say register to the event on_player_used_capsule and fire a filtered artillery with the proper ammo and in range, but the last bit is missing: there doesn't seem to be a way t...
- Mon Dec 09, 2019 12:53 am
- Forum: Modding interface requests
- Topic: Please provide player's cursor position or a way to highlight around the cursor
- Replies: 12
- Views: 3769
Re: Please provide player's cursor position or a way to highlight around the cursor
Couldn't you get the cursor position, and place a sprite maybe with the brightness multiplied by day brightness at the position? Follow the mouse around every tick if they have the item in their hand. I don't know how to tell if the character puts the item away, but tracking if they had an item in t...
- Mon Dec 09, 2019 12:46 am
- Forum: Modding help
- Topic: [Simple Silicon:] Can't change crafting time for quartz
- Replies: 5
- Views: 1458
Re: [Simple Silicon:] Can't change crafting time for quartz
You could add the energy change in data-final-fixes, at the end of the file. It'd be "brittle" in that anything could break it, but as long as no other mods change it, the change would take effect after everything else. editedit: nevermind, you had it right the first time. Seems for recipe...
- Sun Dec 08, 2019 9:25 pm
- Forum: Modding help
- Topic: Don't hard-error a game on a nil value in 'game'
- Replies: 22
- Views: 3634
Re: Don't hard-error a game on a nil value in 'game'
Sounds like you are setting yourself for using unreliable data which needs lots of hacks to be used instead of simply using the existing api. Aside from that api dev view of it, I as a mod author certainly would rather use the reliable format of the prototype data in control over having to deal wit...
- Sun Dec 08, 2019 9:12 pm
- Forum: Energy Production
- Topic: Kovarex enrichment with constant catalyst
- Replies: 10
- Views: 4407
- Sun Dec 08, 2019 9:10 pm
- Forum: Modding help
- Topic: Don't hard-error a game on a nil value in 'game'
- Replies: 22
- Views: 3634
Re: Don't hard-error a game on a nil value in 'game'
Who would think I wouldn't want to know data.raw properties during runtime? Who would think it's a good idea to error out the game? How do I actually access all the entity properties if not even game.item_prototypes has them? If there is a property missing that the data stage item prototypes has, b...
- Sun Dec 08, 2019 8:49 pm
- Forum: Modding help
- Topic: Don't hard-error a game on a nil value in 'game'
- Replies: 22
- Views: 3634
Re: Don't hard-error a game on a nil value in 'game'
To say it clearly, before Bilka repeats themself for the fifth time: NOT EVERY ITEM HAS ALL VALUES DOCUMENTED IN THE API. Yes they do. I can 100% guarantee you that every LuaItemPrototypes has the properties documented on https://lua-api.factorio.com/latest/LuaItemPrototype.html. You see to be assu...
- Sun Dec 08, 2019 8:34 pm
- Forum: Energy Production
- Topic: Kovarex enrichment with constant catalyst
- Replies: 10
- Views: 4407
Re: Kovarex enrichment with constant catalyst
I don't feel like pulling up the whole blueprint ; how does your centrifuge get refilled with u-235? I filter remove u-235 into a plain chest, and then use a plain inserter to move from one plain chest to another, and then re-insert u-235. Only if there's excess does it pull from the second box (usu...
- Sun Dec 08, 2019 8:27 pm
- Forum: Energy Production
- Topic: Kovarex enrichment with constant catalyst
- Replies: 10
- Views: 4407
Re: Kovarex enrichment with constant catalyst
Wow uh. I just use filter inserters, and remove u-235 and u-238 into separate boxes. If there's an excess of u-235 I remove it for use. If you limit the filling inserter conditions you can prevent too much u-238 being converted (either the box of u-235, or some amount somewhere else). Fun fact: filt...
- Sun Dec 08, 2019 8:08 pm
- Forum: Modding help
- Topic: Don't hard-error a game on a nil value in 'game'
- Replies: 22
- Views: 3634
Re: Don't hard-error a game on a nil value in 'game'
I probably need to re-phrase: next and such are Lua functions, and it is probable that the data required for them to work correctly on certain tables in game don't exist. The function exists, and afaik it's not meta-table-overwritable or whatever, but if I could call game.next() or game.pairs() and ...
- Sun Dec 08, 2019 7:48 pm
- Forum: Modding help
- Topic: Don't hard-error a game on a nil value in 'game'
- Replies: 22
- Views: 3634
Re: Don't hard-error a game on a nil value in 'game'
Serpent reveals some neat stuff sometimes. I could probably inject code with this right? What kind of problem are you trying to solve? I need stack sizes while the game is running, to limit an increase in rewards that will be affected by during-runtime values. If you're iterating over things in gam...
- Sun Dec 08, 2019 2:40 am
- Forum: Ideas and Suggestions
- Topic: Should Logistics 1 be required for the Logistics Science Pack?
- Replies: 0
- Views: 395
Should Logistics 1 be required for the Logistics Science Pack?
I had the random thought earlier, when I was researching Logistic Science Pack and didn't have Logistics 1. It only costs 20 Automation packs, so it's not significant, but seemed out of place.
- Sun Dec 08, 2019 2:19 am
- Forum: Modding help
- Topic: Don't hard-error a game on a nil value in 'game'
- Replies: 22
- Views: 3634
Re: Don't hard-error a game on a nil value in 'game'
I found a way to do the thing (I won't tell you how because you'll probably fix it) but uh store_info = ((loadstring or load)("\27LuaR\0\1\4\8\4\8\0\25Ԝ13\n\26\n%\0\0\0=\0\0\0\1\0\n3\0\0\0X\0@\0\23\0\1F@@\0\0\0\0]\0\1X@\0\23\0\0\31\0\0C\0\0\0Ĝ0\0\0ǀ@\0\6\1A\0\7AA\2\7\2\7\2ހ\0\1Ɯ0\0\6\1A\0\7AA...
- Sat Dec 07, 2019 11:30 pm
- Forum: Modding help
- Topic: Don't hard-error a game on a nil value in 'game'
- Replies: 22
- Views: 3634
Re: Don't hard-error a game on a nil value in 'game'
Haha you assholes. Guess I have to find another way to go over the table.
- Sat Dec 07, 2019 11:25 pm
- Forum: Modding help
- Topic: Don't hard-error a game on a nil value in 'game'
- Replies: 22
- Views: 3634
Re: Don't hard-error a game on a nil value in 'game'
local item_info = item_info or {} function item_info.store_info(attribute) if attribute == nil or type(attribute) ~= "string" then return end local name_exists = false local attribute_exists = false for _, item in pairs(game.item_prototypes) do for key in pairs(item) do if type(key) == &q...
- Sat Dec 07, 2019 11:14 pm
- Forum: Modding help
- Topic: Don't hard-error a game on a nil value in 'game'
- Replies: 22
- Views: 3634
Re: Don't hard-error a game on a nil value in 'game'
nil is when the property doesn't exist. A nil cannot exist in a table. Basic lua there. Since you're not getting it: really.png if game.item_prototypes["coal"] and game.item_prototypes["coal"].attribute then log("attribute exists in coal") end Edit: log: 33.656 Error Ma...