Search found 2528 matches
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- Tue Jan 03, 2023 12:25 am
- Forum: Ideas and Suggestions
- Topic: Unification of prototype definition formats like ItemIngredientPrototype
- Replies: 11
- Views: 1472
- 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...
- 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...
- 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...
- 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.
- 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.
- 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.
I don't know what you mean by a "the car and not the car's parent vehicle". Cars are vehicles.
- 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...
- 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...
- 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...
- Thu Dec 08, 2022 1:54 pm
- Forum: This Forum
- Topic: Unrighteousness in Factorio Forums from authorities.
- Replies: 7
- Views: 2058
- 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...
- 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...
- Fri Dec 02, 2022 1:17 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
- Replies: 5
- Views: 2124