Search found 83 matches

by Dark
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) .
by Dark
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")
by Dark
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...
by Dark
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.
by Dark
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...
by Dark
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...
by Dark
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.
by Dark
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...
by Dark
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...
by Dark
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 ...
by Dark
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.
by Dark
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...
by Dark
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...
by Dark
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...
by Dark
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

Doskan wrote:Is there a way to solve this? i cant load my game, tried removing the mod but isnt working either
It's related to https://forums.factorio.com/forum/vie ... f=7&t=4875
by Dark
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 ;)
by Dark
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
by Dark
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...
by Dark
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:
by Dark
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...

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