Search found 356 matches
- Fri Oct 11, 2019 3:11 pm
- Forum: Modding interface requests
- Topic: usage_priority should be number-based
- Replies: 4
- Views: 1502
Re: usage_priority should be number-based
Don't know that much about warptorio. If it's a one way transfer you can easily use a different priority, if it's a two way transfer then maybe split it up into two entities? Factorissimo only allows one way transfer for this reason i guess. There's power being split between 4 surfaces and 16 accum...
- Fri Oct 11, 2019 2:34 am
- Forum: Modding interface requests
- Topic: usage_priority should be number-based
- Replies: 4
- Views: 1502
Re: usage_priority should be number-based
So that i may clarify what is being posted here.
The "issue": Accumulators do not share power.
I do not personally see this as an issue, but hey if there is a way to set up the accumulators so the "normal" accumulators drain into my "special" accumulators, let me know.
The "issue": Accumulators do not share power.
I do not personally see this as an issue, but hey if there is a way to set up the accumulators so the "normal" accumulators drain into my "special" accumulators, let me know.
- Thu Oct 10, 2019 10:24 am
- Forum: Implemented mod requests
- Topic: Add catalyst_amount to LuaRecipePrototype ingredients/products
- Replies: 9
- Views: 2989
Re: Add catalyst_amount to LuaRecipePrototype ingredients/products
This appears to be a thing already ? https://lua-api.factorio.com/latest/LuaRecipe.html#LuaRecipe.ingredients https://lua-api.factorio.com/latest/LuaRecipePrototype.html#LuaRecipePrototype.ingredients https://lua-api.factorio.com/latest/Concepts.html#Ingredient Unless you are saying the api shows th...
- Tue Oct 01, 2019 1:34 pm
- Forum: Not a bug
- Topic: [0.17.68] Stacked sound exceed expected volume
- Replies: 8
- Views: 2159
Re: [0.17.68] Stacked sound exceed expected volume
That's perfect!Klonan wrote: ↑Tue Oct 01, 2019 1:15 pmWhats wrong with this:
https://lua-api.factorio.com/latest/Lua ... play_sound
- Tue Oct 01, 2019 1:13 pm
- Forum: Not a bug
- Topic: [0.17.68] Stacked sound exceed expected volume
- Replies: 8
- Views: 2159
Re: [0.17.68] Stacked sound exceed expected volume
Although this is mostly an issue with warptorio, i do like the idea of having a sound.play function that deals with the stacking problem internally. It would have to be a param {no_stacking=true} though. Why not just only play the sound once? If you are writing the code that tells the game when to ...
- Tue Oct 01, 2019 11:21 am
- Forum: Not a bug
- Topic: [0.17.68] Stacked sound exceed expected volume
- Replies: 8
- Views: 2159
Re: [0.17.68] Stacked sound exceed expected volume
Although this is mostly an issue with warptorio, i do like the idea of having a sound.play function that deals with the stacking problem internally.
It would have to be a param {no_stacking=true} though.
Funny to know the base game has a similar sound stacking problem.
It would have to be a param {no_stacking=true} though.
Funny to know the base game has a similar sound stacking problem.
- Tue Oct 01, 2019 11:13 am
- Forum: Already exists
- Topic: LuaTechnology.level is not consistent
- Replies: 20
- Views: 7293
Re: LuaTechnology.level is not consistent
Sadly, there is no "break" in factorio lua. You need to write those with functions and tailcalls. Luckily that's bullshit. All 4 iterations posted above are tested and working. /c while true do game.print('Bullshit') break end Hurray! I could have sworn last time I used it, they didn't wo...
- Sat Sep 28, 2019 11:20 pm
- Forum: Already exists
- Topic: LuaTechnology.level is not consistent
- Replies: 20
- Views: 7293
Re: LuaTechnology.level is not consistent
I'm really sorry for the confusion, eradicator was right, and I was talking about the WRONG and other similarly obnoxious behaviour towards others trying to help. I apologize for any harshness that may have come across in my writing. The use of punctuation like this is primarily for emphasis. It's ...
- Sat Sep 28, 2019 10:21 pm
- Forum: Not a bug
- Topic: [0.17.69] Beaconed productivity modules missing speed penalty
- Replies: 1
- Views: 678
[0.17.69] Beaconed productivity modules missing speed penalty
Beaconed productivity modules don't give speed penalty. Unsure if this applies to more than just the lab. Screenshot: https://i.imgur.com/F9yneqb.png (10x level 3 productivity in beacon + 2x level 3 productivity in labs) Originating Issue: https://mods.factorio.com/mod/warptorio2/discussion/5d8fd924...
- Sat Sep 21, 2019 4:58 pm
- Forum: Already exists
- Topic: LuaTechnology.level is not consistent
- Replies: 20
- Views: 7293
Re: LuaTechnology.level is not consistent
function research.level(n,f) f=f or game.forces.player local ft=f.technologies local r=ft[n.."-0"] or ft[n.."-1"] local i=0 while(r)do if not r.researched then i=r.level-1 r=nil else i=r.level r=ft[n.."-".. i+1] end end return i end So, I went and tried it out. It work...
- Thu Sep 19, 2019 9:34 pm
- Forum: Already exists
- Topic: LuaTechnology.level is not consistent
- Replies: 20
- Views: 7293
Re: LuaTechnology should have .is_partially_researched
You still haven't said what the requested function should do. What should it return when? What data type is it even? That would help judge whether it is necessary or can be done with already existing api functions. Well the function is irrelevant for the most part. The problem is achieving the desi...
- Thu Sep 19, 2019 7:16 pm
- Forum: Already exists
- Topic: LuaTechnology.level is not consistent
- Replies: 20
- Views: 7293
Re: LuaTechnology should have .is_partially_researched
I don't really see how this is useful I may have the wrong solution to the problem, but that doesn't change the fact that this problem is a problem. If you want to know the level, you can check technology.level WRONG LuaTechnology.level on a multi-level research returns the current level, plus one ...
- Wed Sep 18, 2019 1:17 pm
- Forum: Modding interface requests
- Topic: game.write_to_clipboard
- Replies: 10
- Views: 3276
Re: game.write_to_clipboard
What about a command that itself runs lua? (like /c but puts the "return" value on clipboard)
for example.
This way a player must explicitly tell the game to do it, and can't be done randomly via script.
Code: Select all
/clipboard __modname__ return serpent.line(global.my_table)
This way a player must explicitly tell the game to do it, and can't be done randomly via script.
- Wed Sep 18, 2019 1:13 pm
- Forum: Already exists
- Topic: LuaTechnology.level is not consistent
- Replies: 20
- Views: 7293
Re: LuaTechnology should have .is_partially_researched
I have researches tied to numbered prototype names, so you can "upgrade" the entity. Half way through this research chain, it changes from 'regular' researches to a multi-level research. The goal is to have a clean number that gives me the "real" research level for this purpose. ...
- Mon Sep 16, 2019 11:39 am
- Forum: Already exists
- Topic: LuaTechnology.level is not consistent
- Replies: 20
- Views: 7293
LuaTechnology.level is not consistent
The problem: It is difficult to determine (in lua) what level infinite researches are, particularly if they switch between regular (-1, -2 etc) to the infinite (-5 to -10). Example: "worker-robots-speed-6". When it's researched (you have level 6 worker robot speed), .level returns 7 and .r...
- Sun Sep 15, 2019 1:01 pm
- Forum: Mods
- Topic: [0.17+] Warptorio2
- Replies: 12
- Views: 11965
Re: [0.17+] Warptorio2
Bug reports should be posted in the mod discussions so they can be tracked.
https://mods.factorio.com/mod/warptorio2/discussion
https://mods.factorio.com/mod/warptorio ... discussion
https://mods.factorio.com/mod/warptorio2/discussion
https://mods.factorio.com/mod/warptorio ... discussion
- Sun Sep 15, 2019 12:50 pm
- Forum: Ideas and Requests For Mods
- Topic: Science Wells
- Replies: 1
- Views: 845
- Sat Sep 14, 2019 6:40 pm
- Forum: Won't implement
- Topic: LuaSurface.clone_entities should return the created entities
- Replies: 2
- Views: 1104
LuaSurface.clone_entities should return the created entities
LuaEntity.clone returns the created entity, but LuaSurface.clone_entities doesn't return a table of the created entities. Why?
- Sun Sep 08, 2019 8:09 am
- Forum: Modding help
- Topic: [0.17.68] LuaForce::SetSpawnPosition LuaForce::GetSpawnPosition
- Replies: 4
- Views: 841
Re: [0.17.68] LuaForce::SetSpawnPosition LuaForce::GetSpawnPosition
But this would assume there is a spawn position for each surface.
Sure, that can be a thing, but the player only spawns on one surface set by LuaForce::SetSpawnPosition.
How do i know which one it is set to?
Sure, that can be a thing, but the player only spawns on one surface set by LuaForce::SetSpawnPosition.
How do i know which one it is set to?
- Sun Sep 08, 2019 8:04 am
- Forum: Modding help
- Topic: [0.17.68] LuaForce::SetSpawnPosition LuaForce::GetSpawnPosition
- Replies: 4
- Views: 841
[0.17.68] LuaForce::SetSpawnPosition LuaForce::GetSpawnPosition
set_spawn_position(position, surface) Parameters position :: Position: The new position on the given surface. surface :: SurfaceSpecification: Surface to set the spawn position for. get_spawn_position(surface) → Position Parameters surface :: SurfaceSpecification Why is the surface a parameter and ...