Search found 344 matches
- Wed May 22, 2019 6:34 pm
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 99838
Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN
In the Inventory (and now Statistics) would it be possible to have a toggle to cancel out the provider/requester limit? For example the inventory shows I have 20k iron ore. But that is spread out over 4 stations, each 5k each. With the provider limit being 8k none of the station actually provides a...
- Mon May 20, 2019 3:39 pm
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 99838
Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN
After a work-related break development of 1.0 is continuing. Pace will still be slow-ish for a while. 0.1.6 is now ready and ships with a brand new tab: stats_1.JPG Apparently, my CPU production requires an upgrade and I will probably need more copper mines shortly. At least LDS is trending upwards.
- Mon May 20, 2019 1:31 pm
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 99838
Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN
When a train has left over items when arriving in the depot nothing happens. But on the next delivery you get an alerts that it was loaded wrong. It would be better to warn about the train not being empty at the depot. Trains are not checked on arrival at the depot, but when leaving the requester. ...
- Sat May 18, 2019 5:34 pm
- Forum: Modding help
- Topic: [0.17.41] lua on_force_created event handler is not called on game.create_force()
- Replies: 36
- Views: 7464
Re: [0.17.41] lua on_force_created event handler is not called on game.create_force()
Note that if I understand correctly, same problem will still occur when multiple mods will be added to a saved game, even after the fix, as it doesn't affect events in that case. Multiple on_init's will run for these mods added at the same time, and ones that get initialized earlier will neither ge...
- Sat May 18, 2019 1:06 pm
- Forum: Modding help
- Topic: [0.17.41] lua on_force_created event handler is not called on game.create_force()
- Replies: 36
- Views: 7464
Re: [0.17.41] lua on_force_created event handler is not called on game.create_force()
I might be misunderstanding something. Not sure how the fix will affect that but my understanding is (I'm using surfaces not forces in here since it's in RSO): 1. When mod is added to the save on_init will run - it can enumarate surfaces and should see all the surfaces created in the game until now...
- Fri May 17, 2019 7:59 pm
- Forum: Modding help
- Topic: [0.17.41] lua on_force_created event handler is not called on game.create_force()
- Replies: 36
- Views: 7464
Re: [0.17.41] lua on_force_created event handler is not called on game.create_force()
on_configuration_changed is not triggered when you start a new game, only when you load an existing save and something changed. I don't see a good way to deal with this situation in a new game
- Wed May 15, 2019 4:09 pm
- Forum: Modding help
- Topic: How to detect change of startup mod settings
- Replies: 2
- Views: 890
- Wed May 15, 2019 4:07 pm
- Forum: Modding interface requests
- Topic: Ability to enhance game gui
- Replies: 5
- Views: 1526
Re: Ability to enhance game gui
There are a few things i'd love as a modder: - Read the window position of the "controller" gui (thats the inventory with crafting menu, because it can be repositioned by the player..) - (Read the gui scale setting) Pretty sure that is going to fall into the "non-deterministic, there...
- Tue May 14, 2019 5:02 pm
- Forum: Implemented mod requests
- Topic: Simple property request: LuaEntityPrototype.item_slot_count
- Replies: 3
- Views: 1002
Re: Simple property request: LuaEntityPrototype.item_slot_count
This might be what you are looking for: https://lua-api.factorio.com/latest/Lua ... nals_count
- Mon May 13, 2019 10:07 am
- Forum: Gameplay Help
- Topic: Throughput unlimited fluid balancer. How?
- Replies: 6
- Views: 4552
Re: Throughput unlimited fluid balancer. How?
Connect the tanks on the left and let them balance themselves. Good enough for most applications. If it does not work in your case: circuits or barrels, there is no way to do it with just pipes and pumps.
- Sun May 12, 2019 3:18 pm
- Forum: Modding discussion
- Topic: I made a GUI thingy
- Replies: 3
- Views: 1317
Re: I made a GUI thingy
Thanks for your feedback. Making it freely available instead of a library is indeed a good idea.
- Sun May 12, 2019 3:15 pm
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 99838
Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN
New beta feature: When selecting a train or LTN stop an info window is shown (the vanilla GUI is also there). Rather basic at the moment, still trying to figure out if this is useful or not. Feedback on this and what would be useful to display in or control through this window is appreciated. depot_...
- Sat May 11, 2019 8:23 am
- Forum: Modding discussion
- Topic: "player" vs "character" entity changes
- Replies: 3
- Views: 1212
Re: "player" vs "character" entity changes
This has never happened before and mods designed for a certain beta version would previously always be compatible with all of the micropatches you release almost daily? Yes it has happened before and will happen again. It can be annoying for modders, but you don't have to keep up with the experimen...
- Fri May 10, 2019 6:27 pm
- Forum: Modding help
- Topic: pairs() vs next() with userdata objects?
- Replies: 6
- Views: 1296
Re: pairs() vs next() with userdata objects?
Your issue is not about <userdata> objects, but about custom tables. Those can only be iterated over with the modified pairs() function Factorio provides. Retry your second example with something that returns a normal lua table of objects (e.g. game.get_train_stops()) and it will work.
- Fri May 10, 2019 6:48 am
- Forum: Modding interface requests
- Topic: gui element x/y position ++ graph element
- Replies: 7
- Views: 2069
Re: gui element x/y position ++ graph element
When I do get around to exposing the graph GUI element: it's not going to do what you're doing in those examples. It only does what you see in the production stats GUI. Exactly what I am looking for, just with a different y axis. The bar graph in my screenshot also does that, but not as nice lookin...
- Thu May 09, 2019 11:50 am
- Forum: Modding discussion
- Topic: [Resolved] Mod name help! "Automatic Ghost Train"?
- Replies: 13
- Views: 2716
Re: Mod name help! "Automatic Ghost Train"?
Same. That is what I would hope for when hearing ghost train:
- Thu May 09, 2019 10:18 am
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 99838
Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN
But with SeaBlock and some extra Bobs/Angels mods there are a lot of extra categories. You said only 3 more will fit. What happens then? Will the filter just not be able to show them all or crash the mod? Can't the window be wider or use multiple lines for categories? The code handling categories w...
- Wed May 08, 2019 7:06 pm
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 99838
Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Probably added a bunch of bugs and issues with the newest version with this graph. Totally worth it
- Wed May 08, 2019 7:05 pm
- Forum: Modding interface requests
- Topic: gui element x/y position ++ graph element
- Replies: 7
- Views: 2069
Re: gui element x/y position ++ graph element
Be warned: if the API does not expose graphs I am going to abuse existing elements
- Wed May 08, 2019 6:18 pm
- Forum: Won't implement
- Topic: Protect game tables and Lua libraries during data stage
- Replies: 10
- Views: 2259
Re: Protect game tables and Lua libraries during data stage
Maybe something along those lines, for data stage only?
No problem with that. But during the data stage, everyone's feet are at riskeradicator wrote: ↑Wed May 08, 2019 6:14 pmso in control everybody could still be free to shoot themselfs in the foot?)