Search found 2528 matches

by Deadlock989
Wed Jan 04, 2023 7:11 pm
Forum: Modding help
Topic: Is there a trigger or variable for the 'highlighting' of certain entities?
Replies: 10
Views: 1395

Re: Is there a trigger or variable for the 'highlighting' of certain entities?

I haven't looked into that in detail and I think there might be a couple of things going on there but one of them is probably that the radius that find_entities_filtered refers to is a circular radius and the so-called "radius" of beacons is a square. You should probably be using the area ...
by Deadlock989
Wed Jan 04, 2023 12:50 pm
Forum: Modding help
Topic: Is there a trigger or variable for the 'highlighting' of certain entities?
Replies: 10
Views: 1395

Re: Is there a trigger or variable for the 'highlighting' of certain entities?

But with a custom entity I've created, for storage boxes. So that when I'm holding a storage box, it will highlight the radius of my custom entity (which has a type of 'beacon'), and then highlight the beacon when it's within the beacon's supply area. Is this do-able? Or is this hard-coded to entit...
by Deadlock989
Tue Jan 03, 2023 10:35 pm
Forum: Questions, reviews and ratings
Topic: Industrial Revolution 3 -Ore washing and incinerators
Replies: 6
Views: 3294

Re: Industrial Revolution 3 -Ore washing and incinerators

If you get too frustrated, you have the option of turning on "bottomless pits" in Settings > Mod settings > Map. You can do this while the game is running as of version 3.0.4. These are a "void" that does the same job as IR2 incinerators did except there is no fuel or energy cost...
by Deadlock989
Tue Jan 03, 2023 12:50 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.74] Ammo slot filter style
Replies: 2
Views: 1665

Re: [1.1.74] Ammo slot filter style

I guess with the player quickbar slots there is the additional complication of the gun slot and the green selected weapon background highlight. Gun slots can also be filtered (only discovered this just now) and have the same issues. I guess the green highlight would override the blue filter backgrou...
by Deadlock989
Tue Jan 03, 2023 12:15 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.74] Ammo slot filter menu shows ineligible entries
Replies: 1
Views: 1389

[Klonan] [1.1.74] Ammo slot filter menu shows ineligible entries

When filtering ammo slots, all ammo items are shown in the filter selection menu, regardless of ammo type: Untitled3.jpg But selecting the wrong ammo type gives you a "Can't do that" style message. If you have a lot of additional mod ammo, which may or may not be in a useful order, you the...
by Deadlock989
Tue Jan 03, 2023 12:09 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.74] Ammo slot filter style
Replies: 2
Views: 1665

[Klonan] [1.1.74] Ammo slot filter style

Inventory slots generally have a blue background if filtered, e.g. player's main inventory, cargo wagons etc.: Untitled.jpg Ammo slots do not show this blue background. If the slot is empty, it shows a partially transparent icon indicating the filtered item, although depending on the specific icon i...
by Deadlock989
Tue Jan 03, 2023 12:25 am
Forum: Ideas and Suggestions
Topic: Unification of prototype definition formats like ItemIngredientPrototype
Replies: 11
Views: 1472

Re: Unification of prototype definition formats like ItemIngredientPrototype

Rseding91 wrote:
Sun Jan 01, 2023 2:10 am
The different formats are all there for ease of writing mods.
Rseding91 wrote:
Mon Jan 02, 2023 11:46 pm
Until a time when formats are removed (if they ever are) any mod not handling them all is bugged and that mod author needs to fix their code.
Uhhuh.
by Deadlock989
Sun Jan 01, 2023 5:36 pm
Forum: Modding help
Topic: Is there a trigger or variable for the 'highlighting' of certain entities?
Replies: 10
Views: 1395

Re: Is there a trigger or variable for the 'highlighting' of certain entities?

You're welcome and same to you. I should also have said that the event also fires when you move the cursor off a selectable entity as well - you can use that to remove things you added on mouseover. find_entities_filtered() is a moderately expensive call, depending on your use case you might want to...
by Deadlock989
Sun Jan 01, 2023 1:22 pm
Forum: Resolved Requests
Topic: VehiclePrototype expand on properties that use $either
Replies: 2
Views: 336

VehiclePrototype expand on properties that use $either

https://wiki.factorio.com/Prototype/Vehicle#braking_power_or_braking_force https://wiki.factorio.com/Prototype/Vehicle#friction_or_friction_force What is the difference (if any) between these two alternative ways of specifying braking power and friction? I can see in vanilla that locomotives and spi...
by Deadlock989
Sun Jan 01, 2023 1:04 pm
Forum: Modding help
Topic: Is there a trigger or variable for the 'highlighting' of certain entities?
Replies: 10
Views: 1395

Re: Is there a trigger or variable for the 'highlighting' of certain entities?

The on_selected_entity_changed event fires when an entity is "selected" (in Factorio API jargon this means highlighting the entity with a mouse-over): https://lua-api.factorio.com/latest/events.html#on_selected_entity_changed You can use this event to detect when something is high-lit by t...
by Deadlock989
Thu Dec 29, 2022 9:20 pm
Forum: Modding help
Topic: Maximum spritesheet width is 8192, but image is 1024 wide
Replies: 7
Views: 1089

Re: Maximum spritesheet width is 8192, but image is 1024 wide

Post the code which is trying to reference this spritesheet and tell us how the spritesheet is organised (how many rows and columns, the size of each sprite within the sheet etc.). Mostly likely you are trying to reference too many columns of too large a sprite width which is totalling >= 8192 pixels.
by Deadlock989
Fri Dec 23, 2022 11:51 am
Forum: Modding help
Topic: player.vehicle.rotation_speed not working.
Replies: 7
Views: 958

Re: player.vehicle.rotation_speed not working.

Oh, I see. Some things are read-only and fixed, defined in the data stage as a prototype property (which is why rotation_speed is a property of LuaEntityPrototype and not LuaEntity). You can't change car rotation speed at runtime.
by Deadlock989
Fri Dec 23, 2022 11:19 am
Forum: Modding help
Topic: player.vehicle.rotation_speed not working.
Replies: 7
Views: 958

Re: player.vehicle.rotation_speed not working.

LuaEntity.rotation_speed doesn't exist. LuaEntityPrototype.rotation_speed is read only and can only be defined in the data stage. You can't change vehicle rotation speeds at runtime.

I don't know what you mean by a "the car and not the car's parent vehicle". Cars are vehicles.
by Deadlock989
Mon Dec 19, 2022 12:29 pm
Forum: Mod portal Discussion
Topic: Reducing the number of categories
Replies: 19
Views: 5031

Re: Reducing the number of categories

Dear mod authors, thank you for you suggestions! New tags and categories are now live on the Mod Portal . Please check if you're happy with the category your mod got assigned and feel free to add any number of tags which you feel suit your mod! Should you feel like any tags are missing, their addit...
by Deadlock989
Sat Dec 17, 2022 10:01 am
Forum: Resolved Problems and Bugs
Topic: [Donion] [1.1.74] Water pipe sound distortion (crackling/stutter/cutouts)
Replies: 2
Views: 1645

Re: [1.1.74] Water pipe sound distortion (crackling/stutter/cutouts)

I can confirm this. I have noticed odd and unpleasant audio artifacts when running past pipes. It is most noticeable with headphones. I had some modded pipes where I had to remove the pipe's working sound completely because it was unbearable to be moving around anywhere near them (they had a sharper...
by Deadlock989
Fri Dec 16, 2022 5:07 pm
Forum: Not a bug
Topic: [1.1.72] Mods menu allows confirm with conflicts
Replies: 7
Views: 1251

Re: [1.1.72] Mods menu allows confirm with conflicts

As far as i understand, mods don't have access to list of installed mods. Only way SE can check if Bob's Power is installed if its LUA has actually run. No, that is not correct. In the data stage any mod can read a prepopulated table called "mods" where the keys of the table are the names...
by Deadlock989
Thu Dec 08, 2022 1:54 pm
Forum: This Forum
Topic: Unrighteousness in Factorio Forums from authorities.
Replies: 7
Views: 2058

Re: Unrighteousness in Factorio Forums from authorities.

SunWolf wrote:
Thu Dec 08, 2022 1:41 pm
im not debater. i care for justice. if you dont care for justice, dont consider yourself to be human being. you can live in ignorance and die in it. dont corrupt others with your ignorance.
OK Karen
by Deadlock989
Mon Dec 05, 2022 8:42 am
Forum: Won't implement
Topic: On pre save request
Replies: 7
Views: 1705

Re: On pre save request

If you have some info that is not yet saved in save table (forgot how it is called) The global table. Don't do that. If it's a variable, and it persists beyond an event, keep it in the global table, or you will desync every time someone connects in multiplayer. https://wiki.factorio.com/Tutorial:Mo...
by Deadlock989
Sat Dec 03, 2022 1:07 pm
Forum: Modding discussion
Topic: Increase range of gun turret with code for BB special games
Replies: 2
Views: 743

Re: Increase range of gun turret with code for BB special games

I want to increase range for all turrets that belongs to specific force. Thank you. This can't be be done per force for non-artillery turrets. Turret range is part of their prototype (within the attack_parameters property) and it can't be changed after the data stage. If the turret fires projectile...

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