Search found 32 matches
- Sun Nov 17, 2024 1:38 pm
- Forum: Ideas and Suggestions
- Topic: mod exploration menu : mods per page setting.
- Replies: 0
- Views: 78
mod exploration menu : mods per page setting.
I don't like all changes to mod explorer, but that's just me being grumpy. But one problem is bigger and breaks my flow. I'm used (from 1.1) to scrolling down through mods and reading their names, picking ones that sound like something I want along the way... But with new menu I must click new page ...
- Mon Feb 20, 2023 2:50 pm
- Forum: Implemented in 2.0
- Topic: Adding way to skip music.
- Replies: 4
- Views: 2528
Adding way to skip music.
Base-game should give ability to skip music, or even implement in-game player (like in ParadoxInteractive games). Reasoning behind it is - right now you have option to please one player (by disabling/enabling some ambient sounds in data phase). However it's impossible to satisfy many players if you ...
- Wed Feb 08, 2023 7:39 pm
- Forum: Modding interface requests
- Topic: Proper rounds/second calculation.
- Replies: 2
- Views: 793
Re: Proper rounds/second calculation.
Yeah, I think it should be moved, too bad I've not deleted this one when it was yet possible. I guess there's some timeout, because I don't see like I could do it now.
Right now, I duplicated it to game bugs. So I'm fine if any moderator just deletes this post in this sub-forum.
Right now, I duplicated it to game bugs. So I'm fine if any moderator just deletes this post in this sub-forum.
- Wed Feb 08, 2023 12:40 am
- Forum: Modding interface requests
- Topic: Adding a way for "dynamic" camera
- Replies: 2
- Views: 970
Adding a way for "dynamic" camera
I wanted to write mod that would allow to shift camera forward into direction that player is looking... However I've come to think that it might be impossible with current modding API. While maybe I could come up with some hacky idea of using cutscene, while forwarding movement keys somewhere, so th...
- Wed Feb 08, 2023 12:16 am
- Forum: Modding interface requests
- Topic: Proper rounds/second calculation.
- Replies: 2
- Views: 793
Proper rounds/second calculation.
I know - vanilla game doesn't use warmup on weapons. But if you make item attack_parameters use warmup it isn't accounted into shooting speed tooltip. To quickly explain, this code : rifle.attack_parameters.warmup=20; rifle.attack_parameters.cooldown=60; sniper_rifle.attack_parameters.warmup=80; sni...
- Tue Feb 07, 2023 11:42 pm
- Forum: Modding help
- Topic: Scripting camera position.
- Replies: 2
- Views: 914
Re: Scripting camera position.
Ooh, yeah.. Cursor was also problem in my considerations... So it seems it's "very" impossible with current API...
- Tue Feb 07, 2023 7:47 pm
- Forum: Modding help
- Topic: Scripting camera position.
- Replies: 2
- Views: 914
Scripting camera position.
Is there way to change default camera behavior of just following player? I would like for camera to move when player cursor is close to screen border, so it extends his view in direction of where cursor is. I know of controller [https://lua-api.factorio.com/latest/LuaPlayer.html#LuaPlayer.set_contro...
- Mon Feb 06, 2023 7:09 am
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 14701
Re: vanilla death world too hard
Deathworld is be playable on desert. I even tweaked death world to be harder and played this on desert. I would say any settings that are not hand-tweaked are winnable on any map. If you have insanely hard map generated by preset settings, you can challenge me by writing it's seed and I will try bea...
- Sun Feb 05, 2023 9:45 pm
- Forum: Modding interface requests
- Topic: Target masks for active-defense-equipment, artillery turret and spidertron
- Replies: 6
- Views: 2691
Re: Target masks for active-defense-equipment, artillery turret and spidertron
+1, bump. I made mod with harder walls and siege turrets... But walls MUST be military target in order to get even considered and PLD now focuses walls that have high health...
- Tue Oct 04, 2022 4:13 pm
- Forum: Not a bug
- Topic: Item.ammo_type.range_modifier doen't work with artillery.
- Replies: 1
- Views: 1046
Item.ammo_type.range_modifier doen't work with artillery.
ammo.ammo_type.range_modifier doesn't apply to entity called : "artillery-wagon-cannon" (which is also gun of artillery-turret) in (10MB) attachment - you can see - blue shell clearly has 250% range modifier, but turret don't have bigger range after placing this type of ammo in it. I did t...
- Tue Oct 04, 2022 11:06 am
- Forum: Implemented Suggestions
- Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
- Replies: 58
- Views: 22195
Re: Artillery Auto-fire Toggle
I've made mod to disable artillery auto-fire completely. It requires restart to flip it on/off though. So there's still potential for mod that allows that to be flipped on/off without game reload. I think devs might not want to add such toggle in vanilla game, as it would add new element to UI and v...
- Sat Jan 01, 2022 7:21 pm
- Forum: Ideas and Suggestions
- Topic: Add capital/tool/something like that to recipe.
- Replies: 7
- Views: 1841
Add capital/tool/something like that to recipe.
TL;DR Game could provide API for items that are needed to craft something, but don't get used in process. What ? I thought kovarex process and some modded recipes could benefit from that suggestion being implemented. Right now - 40 U-235 needs to be ingredient in Kovarex provess and it returns 41 U...
- Thu Dec 30, 2021 1:03 pm
- Forum: Modding help
- Topic: [Fixed] Adding data: to game
- Replies: 4
- Views: 1323
Re: Adding technology to game
Typo! data:extend( { recile_lube, should be recipe_lube. That's strange that nothing crashed. I guess data:extend just accepts nil and ends adding elements from table once it gots to nil. I would rather expect it to ... if not crash everything, then at least continue checking next elements. Data:ext...
- Thu Dec 30, 2021 10:19 am
- Forum: Modding help
- Topic: [Fixed] Adding data: to game
- Replies: 4
- Views: 1323
[Fixed] Adding data: to game
There's part of code in my mod : https://pastebin.com/8j7sGeA4 (whole file : https://pastebin.com/Sw9V7nzk) In this part of code I define technology and add it to game. But it is nowhere to be found, I just ... don't have it in game. Here's log from game : https://pastebin.com/cWfQiLjR my mod loads ...
- Wed Dec 15, 2021 11:01 am
- Forum: Modding help
- Topic: LuaEntityPrototype doesn't contain key air_resistance.
- Replies: 4
- Views: 1502
Re: LuaEntityPrototype doesn't contain key air_resistance.
Actually, version must (indeed) be the problem! I'm using 1.1.33 My big mistake, for looking at newest stable API. I actually must change mod requirement to be >=1.1.34 I got fooled that this mod was working previously (on 1.1.33), but control.lua must have been omitted somehow in my previous mod ed...
- Wed Dec 15, 2021 6:29 am
- Forum: Modding help
- Topic: LuaEntityPrototype doesn't contain key air_resistance.
- Replies: 4
- Views: 1502
LuaEntityPrototype doesn't contain key air_resistance.
But it should, right? In docs of LuaEntityPrototype it says LuaEntityPrototype has key air_resistance, that is either double value or nil. my (kind of messy) mod control file. mod from mod portal isn't in newest(this) form https://pastebin.com/5HcnzQzz (as side note, line 47 prints that we are deali...
- Thu Aug 05, 2021 1:03 pm
- Forum: Ideas and Requests For Mods
- Topic: Simpler, less taxing fluids
- Replies: 2
- Views: 1659
Re: Simpler, less taxing fluids
That's quite interesting in my opinion... Pipes and stuff could be empty, all fluids entering those turn into virtual fluids... Imo it sounds not impossible. I wonder if factorio API gives access to (fluid system contents) and (flush fluid system contents) this + manually adding fluids where needed ...
- Thu Aug 05, 2021 12:31 pm
- Forum: Modding discussion
- Topic: Supporting the creation of mods that are incompatible with the base mod
- Replies: 2
- Views: 9020
Re: Supporting the creation of mods that are incompatible with the base mod
I'm very happy about that I was one day wondering why can't you turn base mod off, like in some other games, but this will be "some" way to do so.
- Wed Aug 04, 2021 8:49 pm
- Forum: Modding help
- Topic: Can I check pending events? Can I make on_tick function run last and not first?
- Replies: 5
- Views: 1984
Re: Can I check pending events? Can I make on_tick function run last and not first?
Thanks for detailed response. As for controlling train speed precisely, it's really minor problem for me, *actual* speed is always wrong by very small amount, but acceleration and friction forces are way more convincing and that's what I only care about. If I replaced fuel power modifiers with zero'...
- Wed Aug 04, 2021 5:44 pm
- Forum: Modding help
- Topic: Can I check pending events? Can I make on_tick function run last and not first?
- Replies: 5
- Views: 1984
Re: Can I check pending events? Can I make on_tick function run last and not first?
But when I try to use on_train_changed_state, somehow _on_tick gets fired first anyway. Maybe it's bug? Because specific event should always happen before timed events. //edit : changed screenshot, previous wasnt showing enough code. https://imgur.com/a/br4dVFk here's proof -> I mean proof that on_t...