Search found 331 matches
- Wed May 08, 2024 7:24 pm
- Forum: Modding interface requests
- Topic: Some identifier linking mined entity events with mined item events
- Replies: 9
- Views: 1150
Re: Some identifier linking mined entity events with mined item events
Are you suggesting that when I mine two entities in the same tick I will always get the mined entity event for one, then the mined item event for the same one, then the mined entity event for the other, then the mined item event for the other? I'm not sure how to test this assumption experiments wo...
- Mon May 06, 2024 1:10 pm
- Forum: Modding interface requests
- Topic: A way to access currently hovered over LuaGuiElement
- Replies: 1
- Views: 227
Re: A way to access currently hovered over LuaGuiElement
It has occured to me that this will also let modders implement a selected_prototype analog for custom input on modded GUI elements.
- Sun May 05, 2024 1:15 am
- Forum: Documentation Improvement Requests
- Topic: LuaGuiElement.location is in display units
- Replies: 0
- Views: 63
LuaGuiElement.location is in display units
It must be noted that the location is interpreted to be in display units (scale-agnostic) as opposed to the more common GUI units.
- Thu May 02, 2024 10:46 pm
- Forum: Modding interface requests
- Topic: General localization for string setting values
- Replies: 4
- Views: 210
Re: General localization for string setting values
Please add a new localization section named "string-mod-setting-global" or similar that the game will check second after "string-mod-setting" that does not require the setting name as part of the locale ID. No. This is commonly solved by letting you specify a localized string is...
- Thu May 02, 2024 10:31 pm
- Forum: Modding interface requests
- Topic: Some identifier linking mined entity events with mined item events
- Replies: 9
- Views: 1150
Re: Some identifier linking mined entity events with mined item events
Can sequences of these two events be interleaved? Doesn't seem so. Then it seems simple to match the events: all you need is a stack and a tick number.
There is also on_entity_destroyed.
There is also on_entity_destroyed.
- Sat Apr 27, 2024 12:57 pm
- Forum: Resolved Requests
- Topic: DecorativePrototype default value for collision_mask is incorrect
- Replies: 2
- Views: 150
Re: DecorativePrototype default value for collision_mask is incorrect
Are you sure that it can't take a string? Though if it can, this is supposed to be gone in 2.0, from what I can tell.
- Tue Apr 23, 2024 8:00 am
- Forum: Documentation Improvement Requests
- Topic: Heat energy source lacking detail
- Replies: 2
- Views: 218
Re: Heat energy source lacking detail
While I can guess what those two are supposed to mean, min_temperature_gradient completely baffles me.
- Fri Apr 19, 2024 1:55 am
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4356
Re: make more entity prototypes support rotation
Side Note: I just remembered a mod called "Landfill Painting" that has rotatable landfill. Rotating gives different variations of landfill. I should look how they did that since normally landfill (tiles) isn't rotatable in the UI. Maybe they same would work for a chest? For me the the GUI...
- Fri Apr 19, 2024 1:14 am
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4356
Re: make more entity prototypes support rotation
Everything you just described is the concept of "variation" in Factorio which we already have for most things. Direction is completely unrelated and it seems like what you want is to highjack direction to mean variation on a bunch of entities where direction makes no sense. Trees have var...
- Thu Apr 18, 2024 1:26 am
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4356
Re: make more entity prototypes support rotation
Letting a mod change this through some Lua API would be trivial.. but nobody has asked for it because it's not technically a direction on the entity. It's just an 8-bit unsigned number that determines which sprite variation is used. I wonder, if people knew that having a script-controlled sprite va...
- Mon Apr 15, 2024 1:22 pm
- Forum: Resolved Requests
- Topic: Clarify EntityPrototype.emissions_per_second
- Replies: 1
- Views: 129
Clarify EntityPrototype.emissions_per_second
Right now it says: Amount of emissions created (positive number) or cleaned (negative number) every second by the entity. This is passive, and it is independent concept of the emissions of machines, these are created actively depending on the power consumption. Currently used just for trees. The wo...
- Mon Apr 15, 2024 1:12 pm
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4356
Re: make more entity prototypes support rotation
A lot of game developers are working a decade or two behind modern programming practices, especially in C++. So it might well be that Rseding91 doesn't know about dependency injection or that's something not widely known (and therefore not welcome) at wube. Pretty sure dependency injection is as ol...
- Sat Apr 13, 2024 11:25 am
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4356
Re: make more entity prototypes support rotation
Sorry if I come across snarky. You're doing a great game. I'm just sometimes amazed at some of the problems when they are well known programming issues with established solutions. It triggers the "I've learned about how not do this and that sounds exactly how this was done" syndrom. The d...
- Thu Apr 04, 2024 7:43 pm
- Forum: Modding interface requests
- Topic: Icon Pictures probability simplification
- Replies: 1
- Views: 142
Re: Icon Pictures probability simplification
The game will reuse an already loaded asset if there are multiple references to it, so it's less inefficient than it may seem. The only duplication will be the in the structure of the prototype.
- Wed Apr 03, 2024 2:01 am
- Forum: Won't implement
- Topic: on_module_changed (assembler, furnace)
- Replies: 12
- Views: 2938
Re: on_module_changed (assembler, furnace)
on_entity_destroyedprotocol_1903 wrote: ↑Tue Apr 02, 2024 6:37 pmDid you ever figure that out? Otherwise, I'm going to have to use a few different tracking methods similar to the ones mentioned in an earlier post.
- Fri Mar 29, 2024 10:38 am
- Forum: Won't implement
- Topic: Add Durability to ModulePrototype
- Replies: 3
- Views: 276
Re: Add Durability to ModulePrototype
You could simulate it statistically. For electronic components like the canonical modules it may even be more believable.
- Sat Mar 23, 2024 12:24 pm
- Forum: Won't implement
- Topic: Configure length of programmable speaker alert message
- Replies: 5
- Views: 3486
Re: Configure length of programmable speaker alert message
or could you please suggest/provide an alternative way to implement the same mod functionality through other API means? From what I can tell looking at the mod page, blueprint notes is the only problematic feature. And that already exists in base game as blueprint description (although it doesn't s...
- Sat Mar 23, 2024 8:23 am
- Forum: Modding interface requests
- Topic: Move FluidBox bounding box border to prototype property
- Replies: 4
- Views: 289
Re: Move FluidBox bounding box border to prototype property
Because biters have the same mask as the player and collide with the pipes, and the way I'm doing it makes them unable to pass through the gaps even though the player can. It would make pipes unable to be used as early game walls, which some people like doing. Also, the version I'm making has a mod...
- Sat Mar 23, 2024 12:09 am
- Forum: Modding interface requests
- Topic: Move FluidBox bounding box border to prototype property
- Replies: 4
- Views: 289
Re: Move FluidBox bounding box border to prototype property
I'm currently writing Squeak Through 2 from scratch, as the original mod hasn't been updated since it's 1.1 version bump and the mod creator is MIA. `pipe` and `pipe-to-ground` entities are causing a bit of trouble, because of the 0.2 border added to the bounding box when the FluidBox receives a ne...
- Wed Feb 21, 2024 5:32 pm
- Forum: Modding interface requests
- Topic: Add events for `remote.add_interface` and `remote.remove_interface`
- Replies: 7
- Views: 486
Re: Add events for `remote.add_interface` and `remote.remove_interface`
With events as proposed, I'd imagine it would be simple to implement and go along nicely with the other similar features in the engine. In the context of the problem you are trying to solve, it's a suboptimal solution. You have to set up caches that you need to keep updated, handle events and so on...