Search found 2528 matches
- Mon Oct 23, 2023 11:47 am
- Forum: Implemented for 2.0
- Topic: LuaEntity::custom_state_string
- Replies: 3
- Views: 613
- Sun Oct 22, 2023 1:16 pm
- Forum: Resolved Requests
- Topic: PipePictures clarification
- Replies: 1
- Views: 284
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...
- Sat Oct 21, 2023 6:20 pm
- Forum: Mod portal Discussion
- Topic: Increase 144x144 cap on mod portal thumbnails
- Replies: 2
- Views: 543
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...
- Fri Oct 20, 2023 8:33 pm
- Forum: Ideas and Suggestions
- Topic: 1 lane belt
- Replies: 17
- Views: 2574
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 ...
- Thu Oct 19, 2023 10:43 pm
- Forum: Mod portal Discussion
- Topic: Increase 144x144 cap on mod portal thumbnails
- Replies: 2
- Views: 543
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 ...
- Sun Oct 15, 2023 7:19 pm
- Forum: Modding help
- Topic: Possibility of fluid-specific pipe/pumps requirement
- Replies: 1
- Views: 288
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...
- Fri Oct 13, 2023 4:06 pm
- Forum: Documentation Improvement Requests
- Topic: How do *_penalty in attack parameters work for turrets?
- Replies: 1
- Views: 341
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...
- Mon Oct 09, 2023 5:11 pm
- Forum: Modding help
- Topic: Understand data.raw entity pictures
- Replies: 11
- Views: 1102
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...
- Mon Oct 02, 2023 11:27 am
- Forum: Modding interface requests
- Topic: Change Prototype/Item.burnt_result into an ItemProductPrototype
- Replies: 3
- Views: 908
- Mon Sep 11, 2023 6:37 pm
- Forum: Modding help
- Topic: Powered offshore pump
- Replies: 2
- Views: 460
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...
- Fri Sep 08, 2023 12:00 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 127224
Re: Friday Facts #375 - Quality
This is a joke, right?
Right?
Right?
- 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: 8527
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...
- Wed Aug 16, 2023 10:37 am
- Forum: Modding help
- Topic: "Force" on Damage Question
- Replies: 2
- Views: 465
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...
- Wed Aug 16, 2023 10:33 am
- Forum: Modding help
- Topic: How to change map gen settings on event without desync?
- Replies: 2
- Views: 366
- Wed Jul 26, 2023 6:10 pm
- Forum: Modding discussion
- Topic: Controller modding guide / FAQ
- Replies: 8
- Views: 2867
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...
- Wed Jul 26, 2023 6:03 pm
- Forum: Modding discussion
- Topic: Controller modding guide / FAQ
- Replies: 8
- Views: 2867
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...
- Wed Jul 26, 2023 11:23 am
- Forum: Modding discussion
- Topic: Controller modding guide / FAQ
- Replies: 8
- Views: 2867
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 ...
- Fri Jul 21, 2023 8:16 am
- Forum: Modding help
- Topic: Which game control is consume/activate capsule?
- Replies: 2
- Views: 442
- Thu Jul 20, 2023 8:18 pm
- Forum: Modding help
- Topic: Which game control is consume/activate capsule?
- Replies: 2
- Views: 442
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?
- 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: 822
[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...