Search found 344 matches
- Sat Jun 08, 2019 10:37 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 159312
Re: [MOD 0.16] Miniloader
I have tried placing belts after them but the ore still doesn't get taken off the train. From the looks of it, the train is not properly parked at a station. If it were, the cargo wagons should be open. Check if the train is in manual mode. One thing I don't get in this: Why is there no ore on the ...
- Sat Jun 08, 2019 10:32 am
- Forum: Modding help
- Topic: Dependencies: Are "optional requirements" possible at all?
- Replies: 51
- Views: 8976
Re: Dependencies: Are "optional requirements" possible at all?
Speaking of which: I've sometimes seen loops such as for _, x in pairs() … I assume "_" was used because you technically need 2 variables but only really care for the second value. In other words, "_" would not be a special variable name but rather a conventional name agreed upo...
- Sat Jun 08, 2019 8:14 am
- Forum: Modding help
- Topic: Dependencies: Are "optional requirements" possible at all?
- Replies: 51
- Views: 8976
Re: Dependencies: Are "optional requirements" possible at all?
Strange, can't reproduce that anymore. Anyway, wouldn't trying to access an element of an empty table (e.g. extract player from game.connected_players and check player.admin) give some error? Depends on how you access the element. local empty_table = {} -- not a problem, because loop body does not ...
- Fri Jun 07, 2019 5:15 pm
- Forum: Modding help
- Topic: Change color of rails on map
- Replies: 8
- Views: 1265
Re: Change color of rails on map
Tried that, but to no effect. Now I am curious: why 1/256th of a tile?eradicator wrote: ↑Fri Jun 07, 2019 10:14 amTry shifting the center of your entity 1/256'th of a tile southwards. Not sure how "off grid" entities behave with map colors...
- Fri Jun 07, 2019 7:43 am
- Forum: Modding help
- Topic: Change color of rails on map
- Replies: 8
- Views: 1265
Re: Change color of rails on map
You could try setting an empty collosion_mask so it doesn't actually collide with anything even if it has a box. Thanks, that works. Weirdly, my test entity can cover curved rails on the map, but not straight rails. No matter what I use as entity type, straight rails beat all of them. The only exce...
- Fri Jun 07, 2019 7:43 am
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 23
- Views: 7974
LuaRendering support for (mini-)map
I would like the ability to draw shapes on the map, similar to what LuaRendering does for the normal view. Maybe via a draw_on_map flag specified at creation.
Why? To show info overlays on the map, for example average train speed on rails as color-coded lines.
Why? To show info overlays on the map, for example average train speed on rails as color-coded lines.
- Fri Jun 07, 2019 5:49 am
- Forum: Modding help
- Topic: Dependencies: Are "optional requirements" possible at all?
- Replies: 51
- Views: 8976
- Thu Jun 06, 2019 8:52 pm
- Forum: Implemented mod requests
- Topic: Add pressed attribute to GuiElement
- Replies: 5
- Views: 1688
- Thu Jun 06, 2019 8:44 pm
- Forum: Ideas and Requests For Mods
- Topic: spaced railsignal placer
- Replies: 2
- Views: 1121
Re: spaced railsignal placer
Have a look at https://mods.factorio.com/mod/RailTools. It does a pretty good job of placing evenly spaced signals and creating exit blocks after chain signals.
- Thu Jun 06, 2019 8:42 pm
- Forum: Modding help
- Topic: Dependencies: Are "optional requirements" possible at all?
- Replies: 51
- Views: 8976
Re: Dependencies: Are "optional requirements" possible at all?
if type(admin) == "table" then You don't have to check the type of admin, just if it was passed to the function: if admin then -- good enough to figure out if the argument was passed You could also do something like this in on nth-tick: for _, player in pairs(game.connected_players) do if...
- Thu Jun 06, 2019 4:56 pm
- Forum: Modding help
- Topic: Change color of rails on map
- Replies: 8
- Views: 1265
Re: Change color of rails on map
That sounds like you only want to recolor *some* rails? Because recoloring them all individually dynamically would clearly be unreasonable :p. Yes, just some and in 3-4 different colors. I am aware that any attempt to recolor large numbers of rails dynamically would be a performance hog. Depending ...
- Thu Jun 06, 2019 2:26 pm
- Forum: Modding help
- Topic: Storing/Retrieving time resolved data
- Replies: 3
- Views: 822
Re: Storing/Retrieving time resolved data
Thank you, some good ideas. So this is what I came up with: local function new_flow(bin_length, bin_count) return { bin_length = bin_length, bin_count = bin_count, data = {}, sample_count = {}, } end local function add(flow, key, amount) local timestamp = math.floor(game.tick / flow.bin_length) flow...
- Thu Jun 06, 2019 2:11 pm
- Forum: Modding help
- Topic: Change color of rails on map
- Replies: 8
- Views: 1265
Change color of rails on map
I'd like to change the color of rails on the map during the control stage. I know that map_color is set at the data stage, so my plan was to define one prototype for each color and switch them out as needed. However, rail entities ignore map_color properties and use the utility-constant chart.rail_c...
- Thu Jun 06, 2019 10:40 am
- Forum: Modding help
- Topic: How to Create Option Buttons
- Replies: 2
- Views: 811
Re: How to Create Option Buttons
To get started, have a look at the documentation for LuaGuiElement and LuaGui. With that, try to understand what is happening in some mods with GUIs. I found NewGame+ reasonable easy to understand. Once you have specific questions come back here.
- Wed Jun 05, 2019 7:32 pm
- Forum: Modding help
- Topic: Dependencies: Are "optional requirements" possible at all?
- Replies: 51
- Views: 8976
Re: Dependencies: Are "optional requirements" possible at all?
Uhu. That is interesting. Does that also happen when the host is not game.players[1]? I.e. when you give the savegame to someone else to host it. My statement was not quite accurate. on_player_joined_game is not triggered when the player who saved the game also loads it as the host (same as in sing...
- Wed Jun 05, 2019 6:21 pm
- Forum: Logistic Train Network
- Topic: Balancing stations
- Replies: 5
- Views: 2052
- Wed Jun 05, 2019 6:16 pm
- Forum: Modding help
- Topic: Storing/Retrieving time resolved data
- Replies: 3
- Views: 822
Storing/Retrieving time resolved data
I would like to store time-stamped key-value pairs and be able to retrieve average values for arbitrary time intervals. Example: Read the amount of copper ore in a certain chest once a second and store it. An hour later I want to know what the average amount of copper ore was during every minute of ...
- Wed Jun 05, 2019 5:58 pm
- Forum: Modding help
- Topic: Dependencies: Are "optional requirements" possible at all?
- Replies: 51
- Views: 8976
Re: Dependencies: Are "optional requirements" possible at all?
A couple of notes on the different startup events and how they behave in multiplayer vs singleplayer: on_configuration_changed: runs for every mod whenever mod configuration, any mod version, the game version or startup settings change. In MP, it will only ever run for the host/server. Players join ...
- Wed Jun 05, 2019 7:09 am
- Forum: Modding help
- Topic: mouse_button_filter doesn't work?
- Replies: 7
- Views: 883
Re: mouse_button_filter doesn't work?
Code: Select all
my_button.mouse_button_filter = {"left-and-right", "middle", "button-4"}
- Tue Jun 04, 2019 6:49 pm
- Forum: Modding discussion
- Topic: Fixing data stage spam
- Replies: 39
- Views: 10454
Re: Fixing data stage spam
Mods spamming the log file are annoying for sure, but any solution to that would also hit responsible mod authors who deactivate logging for their release builds. Also, out of curiosity: why is it only data-stage spam that you are worried about and not control stage logging? If you do change it, I v...