Search found 83 matches
- Thu Jul 24, 2014 8:01 pm
- Forum: Modding help
- Topic: Distance between buildings
- Replies: 5
- Views: 2057
Re: Distance between buildings
You'll need to hook to defines.events.onbuiltentity and check all conditions manually, i.e. using game.findentitiesfiltered{name=...} in required radius and destroying built entity if anything found (also inserting item back to the player) .
- Thu Jul 24, 2014 10:22 am
- Forum: Modding help
- Topic: Question about remote interfaces
- Replies: 6
- Views: 1829
Re: Modding Info References
Code: Select all
local function print_foo(str)
game.player.print("Foo: "..str)
end
local methods = {
print_me = print_foo,
}
remote.addinterface("FOO", methods)
--remote.call("FOO", "print_me", "BAR")
- Thu Jul 24, 2014 10:11 am
- Forum: Modding help
- Topic: Question about remote interfaces
- Replies: 6
- Views: 1829
Re: Modding Info References
One question about remote interfaces. Why function should be created directly in remote.addinterface? When i just use function name as parameter it is not working. Also no errors appears too. It's not required to define stuff inline for remote.addinterface, you just doing something wrong. For examp...
- Thu Jul 24, 2014 8:23 am
- Forum: Implemented mod requests
- Topic: Auto updating mods
- Replies: 9
- Views: 7713
Re: Auto updating mods
1. it's not a bug, more like suggestion.
2. You can't. For this there must exist central MOD DB and custom launcher that will compare mods with DB.
2. You can't. For this there must exist central MOD DB and custom launcher that will compare mods with DB.
- Wed Jul 23, 2014 11:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] Custom GUI limits interaction area
- Replies: 2
- Views: 2304
[0.10.3] Custom GUI limits interaction area
This bug (or not) is kinda annoying and difficult to explain. Custom GUI limits interaction area where no GUI elements actually present. -- in console game.player.gui["left"].direction = 'vertical' game.player.gui["left"].add{type="frame", caption="1"} game.pl...
- Wed Jul 23, 2014 10:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] minimap size bug
- Replies: 7
- Views: 2677
Re: [0.10.3] minimap size bug
Funny thing, I'm able to trigger this bug at will by setting game.player.gui.left.direction = 'vertical' and creating a lot of nested UI elements in game.player.gui.left. I'm not sure what exactly triggers it, adding just few element is not enough, perhaps its combination. Hm...I can even make it in...
- Wed Jul 23, 2014 6:34 pm
- Forum: Implemented Suggestions
- Topic: add fuel quantity to burner entities' info panel
- Replies: 1
- Views: 888
Re: add fuel quantity to burner entities' info panel
Supporting. This information in important in early game and very useful in end game for locomotives and cars.
- Wed Jul 23, 2014 4:43 pm
- Forum: Modding help
- Topic: Altering core tech requirements?
- Replies: 12
- Views: 4736
Re: Altering core tech requirements?
I didn't used migration files, I presume there is nothing complex in how they work. At start of new game engine does not run any migration, it just saves the list to the save file. When engine loads a save file it mindlessly runs any migrations that was not in the saved list (ordered by filename), e...
- Wed Jul 23, 2014 12:10 pm
- Forum: Pending
- Topic: [0.10.3]GUI: inconsistent padding after changing window size
- Replies: 4
- Views: 5672
Re: [0.10.3]GUI: inconsistent padding after changing window
I set paddings manually. It's not hard to center element assuming two conditions: padding values have fixed step and boundary is fixed. My final goal is not centering UI but creating sorta compass and it actually works, but it limited to just one dot, don't seem to be possible to add more without in...
- Tue Jul 22, 2014 10:31 pm
- Forum: Pending
- Topic: [0.10.3]GUI: inconsistent padding after changing window size
- Replies: 4
- Views: 5672
[0.10.3]GUI: inconsistent padding after changing window size
GUI reacts weirdly to changes in padding after changing game's window size (maximizing, full-screening, etc.). Padding scale is affected by change of window size until GUI element is recreated. Setup: 1. There is a custom frame, width/height fixed in styles, uses monolith background, dimensions are ...
- Tue Jul 22, 2014 9:40 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Time Display - v1.0.0
- Replies: 36
- Views: 29678
Re: [MOD 0.10.x] Time Display - v1.0.0
Let's assume that in 3X century on another planet the guy just happen to have a watch
Think of it as of flashlight, it just exists.
p.s. player could combine few stones and build the "gadget", but I'm not a fun of cluttering inventory more than necessary.
Think of it as of flashlight, it just exists.
p.s. player could combine few stones and build the "gadget", but I'm not a fun of cluttering inventory more than necessary.
- Tue Jul 22, 2014 12:14 am
- Forum: Won't implement
- Topic: More "flexible" entities API
- Replies: 4
- Views: 4711
Re: More "flexible" entities API
I would not say that modding something special is impossible right now, but it requires creative use of existing tools, finding the "ways around" is a challenge, an interesting one, there is own fun in overcoming it. The game is in alpha and modding API is far from finished. Devs said that...
- Mon Jul 21, 2014 4:45 pm
- Forum: Modding help
- Topic: problem with data address
- Replies: 4
- Views: 1641
Re: problem with data address
Tables in LUA (and entities are tables) are considered different even if both contain same keys and values, condition like 'if table1==table2 then' is generally meaningless. So, the table that was returned by createentity may not be the same as one returned in event or the one that currently used by...
- Mon Jul 21, 2014 9:37 am
- Forum: Not a bug
- Topic: [0.10.2][kovarex] Voracious burner inserter
- Replies: 14
- Views: 5624
Re: Voracious burner inserter
No, this does not happen on clear version, so it definitely caused by mods. I noticed that in modded game burner tries to eat at-least 5 coal before actually working. In clean game burners inserts only one item of coal or wood and starts to work. So what happens here: inserter tries to eat up a mini...
- Sun Jul 20, 2014 6:35 pm
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 78068
Re: [MOD 0.10.2] Automatic Rail Laying Machine
It's related to https://forums.factorio.com/forum/vie ... f=7&t=4875Doskan wrote:Is there a way to solve this? i cant load my game, tried removing the mod but isnt working either
- Sun Jul 20, 2014 3:01 pm
- Forum: General discussion
- Topic: A "Co-op" style playthrough, would you watch?
- Replies: 22
- Views: 7387
Re: A "Co-op" style playthrough, would you watch?
I would definitely watch something like that, especially if the next person is not allowed to watch what person before him was doing
- Sun Jul 20, 2014 2:39 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191202
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted version 1.0.2
Balancing changes:
1. crude oil is less rare
2. lava is less common
Balancing changes:
1. crude oil is less rare
2. lava is less common
- Sun Jul 20, 2014 2:28 pm
- Forum: Implemented mod requests
- Topic: Seed of random generation
- Replies: 20
- Views: 8964
Re: Seed of random generation
:faceplant:X10 The reason for access to the seed was already told in this very topic. It does not matter what algos terrain generation uses, as long as two terrain generators deterministic and use common seed the combined result will be the same. The way you clinging to math.random in your every pos...
- Fri Jul 18, 2014 5:17 pm
- Forum: Implemented mod requests
- Topic: Seed of random generation
- Replies: 20
- Views: 8964
Re: Seed of random generation
:facepalm:
- Fri Jul 18, 2014 5:02 pm
- Forum: Implemented mod requests
- Topic: Seed of random generation
- Replies: 20
- Views: 8964
Re: Seed of random generation
:lol: In procedural generation math.random was never the only thing that defined determinism, many events are player driven with no defined order they can even not happen, producing same result regardless of events order and time of appearance is determinism if no other unpredictable factors involve...