Search found 22 matches

by ProfoundDisputes
Fri Mar 29, 2019 7:45 pm
Forum: Modding help
Topic: How to use the LuaRendering
Replies: 2
Views: 941

Re: How to use the LuaRendering

Moved to modding help. Drawing a rectangle is pretty straight forward. https://lua-api.factorio.com/latest/LuaRendering.html#LuaRendering.draw_rectangle is used for that, so you can now figure out the properties that you want. Since you say you want it like the radius visualization, you will want i...
by ProfoundDisputes
Wed Mar 27, 2019 6:39 pm
Forum: Modding help
Topic: Question on SoundPath
Replies: 2
Views: 830

Re: Question on SoundPath

[...]You could make a modding interface request to have the programmable speaker sounds added to the sound paths. Or you can create a sound prototype with the sound that you want. I don't know what it means to create a sound prototype. This concept of "prototype" is really confusing me. I...
by ProfoundDisputes
Wed Mar 27, 2019 6:11 pm
Forum: Modding help
Topic: How to use the LuaRendering
Replies: 2
Views: 941

How to use the LuaRendering

I am looking at this LuaRendering api and I have no idea where to start to do anything. All I want to do is draw a rectangle centered around the player. I am essentially trying to replicate the personal roboport range visualization. If anyone could help me figure this out that would be great! Thank ...
by ProfoundDisputes
Wed Mar 27, 2019 6:04 pm
Forum: Modding help
Topic: Question on SoundPath
Replies: 2
Views: 830

Question on SoundPath

Just trying to play some sounds. I don't understand the documentation on SoundPath: "It can be either the name of a sound prototype defined in the data or a path in the form "type/name". Supported types are." Where are these sounds defined in the data? Where are the sound prototy...
by ProfoundDisputes
Wed Mar 20, 2019 9:15 pm
Forum: Mod portal Discussion
Topic: Getting invalid status on uploading new version of mod
Replies: 5
Views: 2190

Re: Getting invalid status on uploading new version of mod

How convenient, this is a problem we were just now dealing with in the other thread ! :) Basically your mod is packaged in such a way that it's only compatible with Windows and not Linux... can you please tell me what program you're using to create the .zip archive? And please try 7zip instead. I a...
by ProfoundDisputes
Wed Mar 20, 2019 2:01 am
Forum: Mod portal Discussion
Topic: Getting invalid status on uploading new version of mod
Replies: 5
Views: 2190

Re: Getting invalid status on uploading new version of mod

I am getting this error now:
Capture.PNG
Capture.PNG (18.46 KiB) Viewed 2157 times
Honestly don't understand what to do about this. How do I prevent backslashes?
by ProfoundDisputes
Mon Mar 18, 2019 2:01 am
Forum: Mod portal Discussion
Topic: Getting invalid status on uploading new version of mod
Replies: 5
Views: 2190

Getting invalid status on uploading new version of mod

I am trying to upload the new version of my mod and it keeps telling me invalid as the status after I press the submit button. I went to downloads and clicked "Edit". I then clicked on "Select a zip mod to Upload", selected my new mod version. It tells me that its ready. I than s...
by ProfoundDisputes
Sat Feb 23, 2019 10:03 pm
Forum: Ideas and Suggestions
Topic: Tooltips show recipe crafting speed with respect to entity
Replies: 1
Views: 689

Tooltips show recipe crafting speed with respect to entity

TL;DR When selecting a recipe for a machine hovered over items have updated crafting speeds for entities crafting speed, module and beacons etc. Also when hovering over a machine instead of just saying Crafting Speed 0.75 the actual crafting speed of the selected recipe is shown. What ? Update the ...
by ProfoundDisputes
Mon Feb 04, 2019 12:45 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 90720

Re: Friday Facts #280 - Visual Feedback is the king

This is all great, but can we also have logistics request and trash merged into one in the GUI. When I request 100 turrets for eg. I want exactly that many all the time. If I pick up more during construction/deconstruction activities, I want the excess to be auto trashed. Same for belts, inserters ...
by ProfoundDisputes
Tue Jan 01, 2019 4:23 am
Forum: Modding help
Topic: Why is Tank speed different?
Replies: 1
Views: 745

Why is Tank speed different?

I was making a mod that used the game.players[event.player_index].character.vehicle.speed value and notice that the values are way different for tank compared to the car and train. Why is this?
by ProfoundDisputes
Sat Dec 29, 2018 10:33 pm
Forum: Modding help
Topic: How to run code on exit save
Replies: 9
Views: 2288

Re: How to run code on exit save

posila wrote: ↑
Sat Dec 29, 2018 10:27 pm
So you'd need to run script before saving starts and after saving finishes + after load. That's not possible in the current API.
*facepalm* Oops. Ya that would be what I need to do. New to modding games here... It would be what you state here.
by ProfoundDisputes
Sat Dec 29, 2018 10:05 pm
Forum: Modding help
Topic: How to show personal roboport range
Replies: 2
Views: 1528

Re: How to show personal roboport range

Bilka wrote: ↑
Sat Dec 29, 2018 7:32 am
No. In 0.16 it is not possible to dynamically display sprites with the lua api.
Does noting "0.16" mean maybe in the future?
by ProfoundDisputes
Sat Dec 29, 2018 10:03 pm
Forum: Modding help
Topic: How to run code on exit save
Replies: 9
Views: 2288

Re: How to run code on exit save

I mean ... what is the point of changing inventory before the player quits singleplayer since the game is literally just about to wipe out the entire game state? I was going to do some clean up so that if the player removes the mod it doesn't cause equipment in armor to disappear. My mod mostly cha...
by ProfoundDisputes
Sat Dec 29, 2018 3:43 am
Forum: Modding help
Topic: How to show personal roboport range
Replies: 2
Views: 1528

How to show personal roboport range

Is there a way to display the construction range of personal roboport for a period of time in the API? Similar to if you had a deconstruction planner in your cursor? I am having trouble finding anything like this in the API.
by ProfoundDisputes
Sat Dec 29, 2018 3:42 am
Forum: Modding help
Topic: How to run code on exit save
Replies: 9
Views: 2288

How to run code on exit save

Is there a way to run code to change the player's data before quitting the game? I would like to access the game.players[1].get_inventory(defines.inventory.player_armor) and edit it before quitting.
by ProfoundDisputes
Sat Dec 29, 2018 1:47 am
Forum: Modding help
Topic: Factorio modding questions
Replies: 1
Views: 708

Factorio modding questions

I have a few question that I could not get the answer to through various searches. Sorry, if they are obvious but I am not familiar with modding games or programming them. I have mostly programming experience in C, C++ and Visual Basic. These questions pertain to things I keep running into while cre...
by ProfoundDisputes
Mon Dec 18, 2017 4:22 am
Forum: Duplicates
Topic: [16.5] Crash when deconstructing
Replies: 2
Views: 2236

[16.5] Crash when deconstructing

I saw some other bug reports related to deconstructing not sure if another case will help solve it. I am getting a crash every time I try to deconstruct a specific setup I have. I tried disabling all mods and it still crashes to desktop. I copied the setup and tried to deconstruct it in another save...
by ProfoundDisputes
Wed Dec 13, 2017 7:38 pm
Forum: Pending
Topic: [Rseding91] [0.16.0] Loading Blueprint Storage Failed
Replies: 2
Views: 2121

Re: [0.16.0] Loading Blueprint Storage Failed

Well if I delete the Factorio/blueprint-storage.dat file it loads fine in .16. Now ALL of my BLUEPRINTS in the blueprint library are gone. Blueprint books in the save files work just fine and I can export them to the library with no issues. I put some blueprints into the library and restarted factor...
by ProfoundDisputes
Wed Dec 13, 2017 7:09 pm
Forum: Pending
Topic: [Rseding91] [0.16.0] Loading Blueprint Storage Failed
Replies: 2
Views: 2121

[Rseding91] [0.16.0] Loading Blueprint Storage Failed

I went to steam and changed to latest release. It downloaded and loaded up fine. I went into mods section and checked for updates. Without updating or disabling any mods I loaded attached save file and was greeted by the errors as seen in the photos than it crashed to desktop. I tried re-loading the...
by ProfoundDisputes
Tue Sep 05, 2017 11:07 am
Forum: Pending
Topic: [0.15.34] 117 hour map crashes when loading. Even autosaves.
Replies: 5
Views: 1687

Re: [0.15.34] 117 hour map crashes when loading. Even autosaves.

You know what would cause this to happen? I saved just fine it didn't give me errors. How did it save seemly ok and still have completely corrupt save files? 4 save files saved across what 15 min period?

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