Search found 148 matches

by thelordodin
Sun Dec 31, 2017 11:56 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 43197

Re: Simple property requests (something that exists but has no way to read/write it)

An entity have circuit_connection_definitions, but ghost entity - doesn't.
An entity have connect_neighbour, but ghost entity - doesn't.
Same problem with get_inventory(1).getbar() and setbar

(This exists in game, but there is no way to write to it now).
by thelordodin
Sun Dec 31, 2017 11:51 pm
Forum: Modding interface requests
Topic: Poll for modding interfaces requests
Replies: 3
Views: 1140

Poll for modding interfaces requests

Happy New Year everybody! Wouldn't that be great if all the modding interfaces requests be put to a big poll, where all the modders could vote for them? As an example the number of downloads (or uses) of mods would give mod authors priviliged rights to vote. Then you could prioritize your work on im...
by thelordodin
Sun Dec 31, 2017 11:22 pm
Forum: Already exists
Topic: Custom entity lua state handling in blueprints.
Replies: 12
Views: 7237

Re: Custom entity lua state handling in blueprints.

Will this ever be implemented?
by thelordodin
Mon Nov 06, 2017 6:27 pm
Forum: Modding interface requests
Topic: Publish API (missing API) - circuit for ghost entities
Replies: 0
Views: 491

Publish API (missing API) - circuit for ghost entities

An entity have circuit_connection_definitions, but ghost entity - doesn't. An entity have connect_neighbour, but ghost entity - doesn't. Same problem with get_inventory(1).getbar() and setbar Can you publish this API for ghosts? Or is there an other way how to make a connection for a ghost entity? U...
by thelordodin
Sun Jul 16, 2017 7:27 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 67803

Re: Friday Facts #198 - Rail segment visualisation

You cat just use a continious frame around each block of rails instead of colors.
It can be only shown if a user hovers mouse over any signal. Also section used to activate red signal can be highlighted this way - see attachment (of course its not final design proposial :D )
by thelordodin
Sun Jun 25, 2017 7:43 am
Forum: Mods
Topic: [MOD 0.15] Bluebuild rewritten
Replies: 26
Views: 10876

Re: [MOD 0.15] Bluebuild rewritten

Love the mod. This makes 0.15's blueprinting-from-the-start an actual viable thing to use. One thing I've noticed, BlueBuild will not deconstruct some things in Sandbox mode (scenarios). I frequently play in Sandbox mode to test designs, and love how quickly I can lay blueprints with it. It would b...
by thelordodin
Sat Jun 24, 2017 2:22 pm
Forum: Mods
Topic: [0.15] Wireless Signals - lite version
Replies: 3
Views: 1849

Re: [0.15] Wireless Signals - lite version

Fixed. (Some debug code left behind. Commenting out this line solves the problem)
by thelordodin
Mon Jun 19, 2017 6:25 pm
Forum: Mods
Topic: [0.15] Complex Combinator
Replies: 11
Views: 4832

Re: [0.15] Complex Combinator

Maybe it would be an idea to make multiple combinators with different number of inputs and outputs. It doesn't seem like a lot of work to me if you can figure out to make them all call the same code. Yes, 1 input 1 output and 2 input 2 output versions is what i'm going to make. Doesn't that mean th...
by thelordodin
Mon Jun 19, 2017 2:12 pm
Forum: Mods
Topic: [0.15] Complex Combinator
Replies: 11
Views: 4832

Re: [0.15] Complex Combinator

Maybe it would be a good idea to allow assigning the tick interval I think i'll do it if I have time. ... as well as how many lines it does every time it activates. Sometimes it might make sense to have it activate every tick, but only do 2 lines each time, meaning it takes 4 ticks to go through 8 ...
by thelordodin
Mon Jun 19, 2017 4:37 am
Forum: Mods
Topic: [0.15] Complex Combinator
Replies: 11
Views: 4832

Re: [0.15] Complex Combinator

Hi! It already supports constants. I.e. Max(signals,0) is supported, max(signals, signals) is supported too. But i dont remember if i tested them. Its already possible to name inputs, intermediates (variables, internals) , outputs. Using same name twice results in summ. This combinator works every 1...
by thelordodin
Sat Jun 17, 2017 5:02 pm
Forum: Mods
Topic: [MOD 0.15] Bluebuild rewritten
Replies: 26
Views: 10876

Re: [MOD 0.15] Bluebuild rewritten

Hi! Great mod. I have a suggestion: it would be great if there was a selection tool (like in Merging chests mod). With it you just select some ghosts and only this ghosts will be built. If you select some more ghosts - they are added to previous list. If some ghosts are out of range - they are saved...
by thelordodin
Fri Jun 16, 2017 10:46 pm
Forum: Mods
Topic: [0.15] Complex Combinator
Replies: 11
Views: 4832

Re: [0.15] Complex Combinator

Added new version : new graphic and bugfixes. Blueprints now supported
by thelordodin
Fri Jun 16, 2017 8:15 pm
Forum: Mods
Topic: [0.15] Complex Combinator
Replies: 11
Views: 4832

Re: [0.15] Complex Combinator

I think adding many many different operations, even complex ones, would be much easier for user.
by thelordodin
Fri Jun 16, 2017 8:12 pm
Forum: Mods
Topic: [0.15] Complex Combinator
Replies: 11
Views: 4832

Re: [0.15] Complex Combinator

Hi. It's just save of what is set in other boxes. Implementing lua code in combinator is possible, but that would be much more complex programming (for user), because signals are not scalar values, so it involves manipulations with sets, so there gonna be variables, loops, iterators - etc and hi pos...
by thelordodin
Wed Jun 14, 2017 8:09 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Graphics for ComplexCombinator mod
Replies: 0
Views: 463

[Request] Graphics for ComplexCombinator mod

I've mostly done programming part of ComplexCombinator mod here: https://forums.factorio.com/viewtopic.php?f=97&t=49691&p=288509#p288509 But I'm bad in graphics. Could someone make a sprite for it? I also need some advice if it's possible to fit 10 entities into one cell or not, because the ...
by thelordodin
Tue Jun 13, 2017 8:11 pm
Forum: Implemented mod requests
Topic: Saving entity custom data to blueprint
Replies: 6
Views: 4031

Re: Saving entity custom data to blueprint

After testing I've changed lib in previous post to working one.
by thelordodin
Tue Jun 13, 2017 3:59 pm
Forum: Implemented mod requests
Topic: Saving entity custom data to blueprint
Replies: 6
Views: 4031

Re: Saving entity custom data to blueprint

Mooncat, thank you very much ! I've made a library for this problem. Haven't runned it yet (i can't run factorio now), so its untested for the moment. -------------------------------------------------------------------------------------------------------------------------------- -- Author: thelordod...
by thelordodin
Tue Jun 13, 2017 10:43 am
Forum: Implemented mod requests
Topic: Saving entity custom data to blueprint
Replies: 6
Views: 4031

Re: Saving entity custom data to blueprint

Mooncat wrote:You can create a combinator that can actually stores circuit signals, so your custom data can be stored in blueprint in the form of signals. But you will need to convert the signals from and to your data. It is not easy.
Have anyone done this before me? Do you know of any mods implementing this?
by thelordodin
Tue Jun 13, 2017 7:02 am
Forum: Implemented mod requests
Topic: Saving entity custom data to blueprint
Replies: 6
Views: 4031

Saving entity custom data to blueprint

I'm wtiring a ComplexCombinator mod ( https://forums.factorio.com/viewtopic.php?f=97&t=49691 ). This entity have many settings which is set with custom gui. I bind this data to the entity by position key, this way I can read and write it inside the game, but, it can't handle blueprints... So, is...

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