
I was ready to update my mod with the german translation you provided, and a different thumbnail... but I don't see any button on mods.factorio.com to upload the next version.... Am I blind ? Should I upload it as a new mod ?
Thank you againjulius1701 wrote: Tue Oct 29, 2019 9:29 am For updating a Mod click on 'my mods' select your mod, go to 'downloads' and click edit
1a) You can't.
1b) You can't.
1c) You can't.
I remember you told so and I tried. but "position.x-0.1" doesn't work, it's concidered as "position.x-1"For the "pole graphic should be above machine" you can simply position the pole 1/256's tile south of the assembling machine.
This is the current behaviour.2) Don't fucking drop stacks. I think it's the worst mechanic in the game and won't have any part in it. Items on the floor have shitty visibility and can contaminate belts etcpp. It's a mess. You should put excess items directly into the players inventory and fail if it's full. Use LuaInventory.can_insert().
I will check thatFor wire selectability you can make the fake pole selection_priority = 51. Assembling machines can not have wire connections.
Code: Select all
local correspondancyTableMachineToProxy={}
local correspondancyTableProxyToMachine={}
local function initCorrespondancyTables()
correspondancyTableMachineToProxy={}
correspondancyTableMachineToProxy["assembling-machine-1"]="proxy-assembling-machine-pole-1"
correspondancyTableMachineToProxy["assembling-machine-2"]="proxy-assembling-machine-pole-2"
correspondancyTableMachineToProxy["assembling-machine-3"]="proxy-assembling-machine-pole-3"
correspondancyTableProxyToMachine={}
correspondancyTableProxyToMachine["proxy-assembling-machine-pole-1"]="assembling-machine-1"
correspondancyTableProxyToMachine["proxy-assembling-machine-pole-2"]="assembling-machine-2"
correspondancyTableProxyToMachine["proxy-assembling-machine-pole-3"]="assembling-machine-3"
end
It would have been uncomplete without this feature. I'm happy that both mecanismes work fine... to bad it's not reflected on-mouse_over, but it's not a blocking issueeradicator wrote: Tue Oct 29, 2019 5:03 pm The "click a pole to upgrade in place" is an interesting idea, but yea. Mod api support is limited and simply adding crafting recipes to make pre-combined items is much easier.
eradicator wrote: Tue Oct 29, 2019 5:03 pmSouth is "position.y+1/256" not x minus. Factorio uses screen coordinates where top is negative y.
ok, thankseradicator wrote: Tue Oct 29, 2019 5:03 pm Control stage is not a shared state like data/settings. If you want to allow other mods to add more combinations you'll have to use remote.add_interface() to expose access to the corresponding functions.
Create entity uses position. Entities may be grid aligned, meaning that they are placed either at integer or .5 coordinates (depending on entity size). Entities may be non-grid aligned, meaning that they are placed exactly where you put them. Examples for grid aligned entities: Assemblers, belts, power poles. Examples for non-grid aligned entities: Trees, landmines, cars. You can change whether an entity is grid aligned using the "placeable-off-grid" entity prototype flag.Alex33 wrote: Tue Oct 29, 2019 5:26 pm but earlier I have seen something about that : https://lua-api.factorio.com/latest/Con ... oundingBox
Position VS chunkPosition VS TilePosition.
TilePosition uses the same format as Position except it rounds any x/y down to whole numbers. I guess create_entity expect a TilePosition in parameter "position".
Ok, thanks youBilka wrote: Tue Oct 29, 2019 5:43 pmCreate entity uses position. Entities may be grid aligned, meaning that they are placed either at integer or .5 coordinates (depending on entity size). Entities may be non-grid aligned, meaning that they are placed exactly where you put them. Examples for grid aligned entities: Assemblers, belts, power poles. Examples for non-grid aligned entities: Trees, landmines, cars. You can change whether an entity is grid aligned using the "placeable-off-grid" entity prototype flag.Alex33 wrote: Tue Oct 29, 2019 5:26 pm but earlier I have seen something about that : https://lua-api.factorio.com/latest/Con ... oundingBox
Position VS chunkPosition VS TilePosition.
TilePosition uses the same format as Position except it rounds any x/y down to whole numbers. I guess create_entity expect a TilePosition in parameter "position".
When player creates a blueprint, the proxy is not recognized (probably because the pylon is not selectable), so only the assembling machine is registered in event.mapping. I wanted to edit this mapping: for each assembling-machine, check if it's paired with a pylon, and if it is, change the registered entity.name. (defines.events.on_player_setup_blueprint,UpdateBlueprint).mapping :: LazyLoadedValue (dictionary uint → LuaEntity): The blueprint entity index to source entity mapping. Note: if any mod changes the blueprint this will be incorrect.
The proxy currently not in the blueprint, there is only the machine.eradicator wrote: Wed Oct 30, 2019 5:15 pm Actually i assumed that you don't need to manipulate blueprints. And why is the *proxy* even in a blueprint.
You're not missing anything... currently the player can't attach wires to the pole... it's one done automatically when placing it near an existing pole, or by adding an electric pole near it.eradicator wrote: Wed Oct 30, 2019 5:15 pm And how does the player attach wires if the pole isn't selectable? Maybe i'm missing something