Search found 2528 matches

by Deadlock989
Tue Dec 12, 2023 3:27 pm
Forum: General discussion
Topic: Woke up... thinking about Factorio?
Replies: 3
Views: 595

Re: Woke up... thinking about Factorio?

No, I've never woken up next to your wife.
by Deadlock989
Tue Dec 12, 2023 3:22 pm
Forum: Modding interface requests
Topic: Adding the ability to force open a different entity's GUI
Replies: 9
Views: 651

Re: Adding the ability to force open a different entity's GUI

You can't have multiple entity GUIs open at once. You can have multiple custom GUIs however. When you say "composite GUI" I don't know exactly what you mean but the first things that springs to mind is relative GUIs . These are GUI elements that you can attach to any of the four sides of a...
by Deadlock989
Tue Dec 12, 2023 2:55 pm
Forum: Modding interface requests
Topic: Adding the ability to force open a different entity's GUI
Replies: 9
Views: 651

Re: Adding the ability to force open a different entity's GUI

I see that player.opened is there. Do I just set it equal to the entity from some event? It doesn't have to be the entity from an event but it can be. If you set it to a LuaEntity and that entity actually has a GUI, any currently open entity GUI will be closed and the given entity's GUI opened (rai...
by Deadlock989
Tue Dec 12, 2023 11:26 am
Forum: Modding interface requests
Topic: Adding the ability to force open a different entity's GUI
Replies: 9
Views: 651

Re: Adding the ability to force open a different entity's GUI

curiosity wrote:
Tue Dec 12, 2023 10:35 am
Did something happen to player.opened?
Either be helpful and civil or don't post. No-one wants your vinegar.
by Deadlock989
Tue Nov 28, 2023 1:20 am
Forum: Modding help
Topic: Help w/ inserters, drop target, etc.
Replies: 4
Views: 507

Re: Help w/ inserters, drop target, etc.

I suspect its an order-of-operations issue, in that built-in logic hasn't recomputed that the inserter drops into the just-built container entity. This seems likely. I don't know when it gets set; maybe in the next tick, maybe whenever the inserter is next updated, maybe the next time the inserter ...
by Deadlock989
Tue Nov 21, 2023 10:08 am
Forum: General discussion
Topic: HDR
Replies: 22
Views: 4943

Re: HDR

The thing is that Factorio isn't about good quality graphics to most players. Most of the game is spent plopping down blueprints in map mode where there are virtually no graphics at all, just color blocks. This is a horrible sweeping generalisation. You're free to play with your coloured blocks, bu...
by Deadlock989
Thu Nov 16, 2023 5:36 pm
Forum: Assigned
Topic: [Genhis] [1.1.94] LuaSurface.create_entity doesn't apply source_offset to streams
Replies: 1
Views: 517

[Genhis] [1.1.94] LuaSurface.create_entity doesn't apply source_offset to streams

LuaSurface.create_entity can create beams and streams. The notes below the main doc for each of the additional per-entity-type properties say that both of them can have target_position , source_position , and source_offset . You still have to set position because it's mandatory (even if you've set ...
by Deadlock989
Tue Nov 14, 2023 5:23 pm
Forum: Modding interface requests
Topic: Allow disabling spider vehicle autopilot path visualisation line width
Replies: 2
Views: 366

Allow disabling spider vehicle autopilot path visualisation line width

Spider vehicle graphics sets define four Animations for the positions that constitute their autopilot queue and final destination in world view and map view. If you want them to be disabled, you can leave them as nil and nothing is drawn. Simples. There are also two line width properties for the con...
by Deadlock989
Mon Nov 13, 2023 11:05 am
Forum: Modding interface requests
Topic: LuaGuiElement.drag_target for relative gui elements.
Replies: 1
Views: 714

Re: LuaGuiElement.drag_target for relative gui elements.

+1 Relative GUIs can't drag the frame they are attached to because "the element needs to be a child of the drag_target at some level" and "only top-level elements in LuaGui::screen can be drag_targets". Relative GUIs aren't a child of gui.screen at all so they can't drag themselv...
by Deadlock989
Fri Nov 03, 2023 5:38 pm
Forum: Releases
Topic: Version 1.1.92
Replies: 17
Views: 14381

Re: Version 1.1.92

Since I have played Industrial Revolution , I treated its sub-mod Deadlock's Research Notifications as a must-have : https://assets-mod.factorio.com/assets/215b1567c19d55284e0c0a814891c9aa9e0dfc4e.png So I am glad that its functionality has been integrated in the base game ! :D Mine was prettier. M...
by Deadlock989
Sun Oct 29, 2023 2:16 pm
Forum: Modding help
Topic: Handling item/ghost-in-cursor placement
Replies: 2
Views: 305

Re: Handling item/ghost-in-cursor placement

If the visualisation is independent of existing entities in the world, you could use the radius visualisation specification . It's not - like a ug pipe, the drawing needs to happen when two entities are facing each other. What about can_build_from_cursor - if I can't get the cursor ghost direction ...
by Deadlock989
Sun Oct 29, 2023 2:06 pm
Forum: Modding interface requests
Topic: Don't draw empty red "colliding" selection boxes
Replies: 4
Views: 471

Re: Don't draw empty red "colliding" selection boxes

I'm not against that idea. However currently setting selectable_in_game = false does not prevent an entity from being deconstructed. It also does not prevent it from colliding with other entities or from being built by the player. I didn't say that it did. I don't mind what goes into the cake, I ju...
by Deadlock989
Sun Oct 29, 2023 1:59 pm
Forum: Modding help
Topic: Handling item/ghost-in-cursor placement
Replies: 2
Views: 305

Handling item/ghost-in-cursor placement

I'm trying to recreate something similar to the "underground visualisation" you get with underground pipes: Untitled.jpg The entity ghost concerned, though, can't be an underground pipe (for reasons). It is either a crafting machine or a SimpleEntity. So I would have to be able to know whe...
by Deadlock989
Fri Oct 27, 2023 9:28 pm
Forum: Modding interface requests
Topic: Don't draw empty red "colliding" selection boxes
Replies: 4
Views: 471

Re: Don't draw empty red "colliding" selection boxes

If you mean a 1x1 tile, then it's going to be even more desirable to have a property/flag that hides the red "colliding" selection box, or have selectable_in_game make it go away as well. It would break hacks like this one which currently only shows the tiny red cross, I was planning on us...
by Deadlock989
Fri Oct 27, 2023 9:59 am
Forum: Modding interface requests
Topic: Don't draw empty red "colliding" selection boxes
Replies: 4
Views: 471

Don't draw empty red "colliding" selection boxes

Selection boxes have a few ways they can be influenced. The default for selection_box is documented as {{0, 0}, {0, 0}}, which has zero area and is described as "empty". Empty selection boxes can't be moused-over and therefore the entity is unselectable. Furthermore, if selectable_in_game ...
by Deadlock989
Mon Oct 23, 2023 9:38 pm
Forum: Resolved Requests
Topic: SimpleEntityWithOwner/Force::picture type is wrong
Replies: 1
Views: 304

SimpleEntityWithOwner/Force::picture type is wrong

https://lua-api.factorio.com/latest/prototypes/SimpleEntityWithOwnerPrototype.html For SEWO and SEWF, the picture property is listed as type Sprite. But the old wiki lists it as a Sprite4Way and the game appears to treat it like a Sprite4Way, i.e. directions do work. They inherit from SimpleEntity w...
by Deadlock989
Mon Oct 23, 2023 12:00 pm
Forum: Modding interface requests
Topic: Animation4Way support for SimpleEntityWithOwner/Force
Replies: 1
Views: 356

Animation4Way support for SimpleEntityWithOwner/Force

Current SEWO/Ps have a picture property which is a Sprite4Way, allowing you to give different sprites to the entity depending on which direction it is facing, but these can only be static sprites. There is also a pictures property which allows for multiple variants of sprite (either random on creati...

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