Search found 2528 matches

by Deadlock989
Mon Oct 23, 2023 11:47 am
Forum: Implemented for 2.0
Topic: LuaEntity::custom_state_string
Replies: 3
Views: 610

Re: LuaEntity::custom_state_string

+1
by Deadlock989
Sun Oct 22, 2023 1:16 pm
Forum: Resolved Requests
Topic: PipePictures clarification
Replies: 1
Views: 280

PipePictures clarification

i.e. PipePrototype.pictures: https://lua-api.factorio.com/latest/prototypes/PipePrototype.html#pictures The uses for most of the sprites are self-explanatory except for these three: low_temperature_flow middle_temperature_flow high_temperature_flow In what situation are they drawn? i.e. what combina...
by Deadlock989
Sat Oct 21, 2023 6:20 pm
Forum: Mod portal Discussion
Topic: Increase 144x144 cap on mod portal thumbnails
Replies: 2
Views: 537

Re: Increase 144x144 cap on mod portal thumbnails

This appears to have been actioned, either since I posted the above or at some point in the last month, which was the previous time I uploaded a mod. I uploaded a mod yesterday and the mod portal uses the 288x288 thumbnail, and I can see that a couple of others uploaded on the same day also do the s...
by Deadlock989
Fri Oct 20, 2023 8:33 pm
Forum: Ideas and Suggestions
Topic: 1 lane belt
Replies: 17
Views: 2564

Re: 1 lane belt

Lane balancing isn't even that hard. Which is precisely why it's boring. When 90%+ of the belts in your megabase are carrying the same item in both lanes, it's nothing more than a chore to stamp down balancers everywhere they're needed. It was a relatively interesting puzzle literally one time. It ...
by Deadlock989
Thu Oct 19, 2023 10:43 pm
Forum: Mod portal Discussion
Topic: Increase 144x144 cap on mod portal thumbnails
Replies: 2
Views: 537

Increase 144x144 cap on mod portal thumbnails

By default, a mod's thumbnail.png is supposed to be 144x144, but it can be any size. If you supply a 288x288 (double resolution) one, it is displayed correctly at full resolution in the game's mod manager GUI if you are running 200% interface size (which is the default scale on the auto setting for ...
by Deadlock989
Sun Oct 15, 2023 7:19 pm
Forum: Modding help
Topic: Possibility of fluid-specific pipe/pumps requirement
Replies: 1
Views: 285

Re: Possibility of fluid-specific pipe/pumps requirement

Any FluidBox, including the ones in pumps, can be filtered (i.e. "locked") to a specific fluid. But only one fluid, or none. You can't have multiple fluids or a category/set etc. The mod in my signature does this for certain pipes. https://lua-api.factorio.com/latest/types/FluidBox.html#fi...
by Deadlock989
Fri Oct 13, 2023 4:06 pm
Forum: Documentation Improvement Requests
Topic: How do *_penalty in attack parameters work for turrets?
Replies: 1
Views: 335

health_penalty and rotate_penalty clarification

health_penalty and rotate_penalty are properties of BaseAttackParameters that affect the target selection of turrets. Their descriptions are worded similarly - they say that "higher penalties" discourage the turret from selecting higher health targets or making longer turns, and for healt...
by Deadlock989
Mon Oct 09, 2023 5:11 pm
Forum: Modding help
Topic: Understand data.raw entity pictures
Replies: 11
Views: 1086

Re: Understand data.raw entity pictures

Is there any logic approach I can follow to get the sprites programmatically without having to hand-craft all my functions? (I'm trying to create a basic blueprint renderer that gets its data programmatically from the data.raw as a side-project). No. While some entities do have the same specificati...
by Deadlock989
Mon Sep 11, 2023 6:37 pm
Forum: Modding help
Topic: Powered offshore pump
Replies: 2
Views: 453

Re: Powered offshore pump

Is it somehow possible to create a version of the offshore pump which requires electricity to work? The "OffshorePump" prototype doesn't seem to have attributes like "energy_source" or "energy_usage". No. You could fake it with composite entities and scripting, but tha...
by Deadlock989
Fri Sep 08, 2023 12:00 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 803
Views: 126298

Re: Friday Facts #375 - Quality

This is a joke, right?

Right?
by Deadlock989
Thu Sep 07, 2023 11:10 pm
Forum: Assigned
Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
Replies: 18
Views: 8512

Re: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint

I've just now run into this issue myself. As others have stated above, when a blueprint has its contents overwritten by using the "Select new contents" button, player.blueprint_to_setup has no contents and returns false for is_blueprint_setup(), and you can't get the blueprint from the pla...
by Deadlock989
Wed Aug 16, 2023 10:37 am
Forum: Modding help
Topic: "Force" on Damage Question
Replies: 2
Views: 459

Re: "Force" on Damage Question

Projectiles have force_condition but streams don't - I'm 97% sure that streams (e.g. spitters, flamethrowers) are always going to damage everything they hit that isn't fully resistant. If that is actually the case, then you could try a scripted trigger effect and compare forces manually, but that wi...
by Deadlock989
Wed Jul 26, 2023 6:10 pm
Forum: Modding discussion
Topic: Controller modding guide / FAQ
Replies: 8
Views: 2850

Re: Controller modding guide / FAQ

To each their own, but in the time it took you to write these posts, you could have added an order string and called it a day. Or you could have decided not to retroactively shaft every single mod on the portal that didn't specify a completely optional property that had no effect on the game, but h...
by Deadlock989
Wed Jul 26, 2023 6:03 pm
Forum: Modding discussion
Topic: Controller modding guide / FAQ
Replies: 8
Views: 2850

Re: Controller modding guide / FAQ

I considered doing this, but it is inconsistent with the rest of the game. Prototypes are ordered lexicographically, and making an exception in one very specific place doesn't make sense to me. If you remove all saved shortcut settings, then the keyboard/mouse shortcuts behave the same way, with un...
by Deadlock989
Wed Jul 26, 2023 11:23 am
Forum: Modding discussion
Topic: Controller modding guide / FAQ
Replies: 8
Views: 2850

Re: Controller modding guide / FAQ

Quick panel - shortcut bar When using a controller, the standard hotbar and shortcut bar are replaced by the quick panel. The "tools" tab of the quick panel contains the shortcut bar buttons: quick-panel.png The shortcuts in this quick panel are not able to be rearranged by the user. The ...
by Deadlock989
Thu Jul 20, 2023 8:18 pm
Forum: Modding help
Topic: Which game control is consume/activate capsule?
Replies: 2
Views: 439

Which game control is consume/activate capsule?

Which of the internal game control names is the consume or activate capsule action (left click by default), the one referenced as "__1__" by localised string {"gui.instruction-to-consume"} and the other tooltip instructions shown below?

Untitled.jpg
Untitled.jpg (30.09 KiB) Viewed 439 times
by Deadlock989
Thu Jul 20, 2023 5:43 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.87] [minor] Hard crash if cursor_stack is cleared during capsule scripted effect event
Replies: 1
Views: 811

[1.1.87] [minor] Hard crash if cursor_stack is cleared during capsule scripted effect event

To reproduce: - Create a capsule-type item that has a "use-on-self" action with the uses_stack property at its default of true - Set the attack parameters of the capsule up to deliver a scripted effect to the target (the user) - In the scripted effect event, clear the player's cursor stack...

Go to advanced search