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).
Search found 148 matches
- 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
- 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...
- 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?
- 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...
- 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 )
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 )
- 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...
- 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)
- 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...
- 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 ...
- 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...
- 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...
- 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
- 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.
- 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...
- 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 ...
- 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.
- 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...
- Tue Jun 13, 2017 10:48 am
- Forum: Already exists
- Topic: Custom entity lua state handling in blueprints.
- Replies: 12
- Views: 7237
- 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
Have anyone done this before me? Do you know of any mods implementing this?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.
- 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...