Search found 12 matches
- Fri Jul 14, 2017 7:40 pm
- Forum: News
- Topic: Friday Facts #199 - The story of tile transitions
- Replies: 51
- Views: 30359
Re: Friday Facts #199 - The story of tile transitions
About tile transitions: can't you just split transition tile square into 4 smaller squares and make that each of this 4 squares chooses its own appropriate transition based on its own tile type and one of the adjacent tile type. For ideal result it should consider both adjacent tiles (e.g. for left-...
- Fri Oct 14, 2016 5:23 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 128672
Re: Friday Facts #160 - Playtesting
Figure some way to have low level personal construction robots earlier in the game. Yaay for this one. I am currently trying to make mod with follower robot, that can build ghost objects with items from player's inventory (something like abandoned Quick Prints, but more immersive), can help fightin...
- Thu Oct 06, 2016 11:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.9] [rrrola] Selection box mouse hit problems
- Replies: 6
- Views: 2429
Re: [0.14.9] [rrrola] Selection box mouse hit problems
Sorry for bothering you with this again, but... The selection box rectangle doesn't have [0, 0] inside, which is not valid specification. But all base robots don't have it :? type = "combat-robot", name = "defender", ... selection_box = {{-0.5, -1.5}, {0.5, -0.5}} You can make th...
- Tue Oct 04, 2016 5:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.9] [rrrola] Selection box mouse hit problems
- Replies: 6
- Views: 2429
Re: [0.14.9] [rrrola] Selection box mouse hit problems
Alright. So, can I force my object to render above high entities (like trees or poles) with its center within its graphics? Or do I have to make selection box underneath its graphics?
- Thu Sep 29, 2016 10:14 am
- Forum: Modding help
- Topic: How to localize arbitrary item name?
- Replies: 6
- Views: 3256
Re: How to localize arbitrary item name?
Wow, wasn't aware I had access to prototypes in runtime. It's an eye opener, thank you.
@aubergine18, can you update your tutorial to include this approach?
Consider case closed.
@aubergine18, can you update your tutorial to include this approach?
Consider case closed.
- Thu Sep 29, 2016 9:33 am
- Forum: Modding help
- Topic: How to localize arbitrary item name?
- Replies: 6
- Views: 3256
Re: How to localize arbitrary item name?
This is a wonderful tutorial, but it didn't help me. In my script I have name of an object that I just picked up from the floor, and I don't know what that object is: item, entity or equipment. I know, everything that can go into player's inventory is an item, or at least has an item counterpart, bu...
- Wed Sep 28, 2016 11:17 pm
- Forum: Modding help
- Topic: How to localize arbitrary item name?
- Replies: 6
- Views: 3256
How to localize arbitrary item name?
Hi, How can I localize item name when I don't know the type of an item? Like, is it entity, equipment or simple item? Say, there is ghost entity that is blocked by laying around items. When my script revives ghost entity, I want to put these items into player's inventory and to show flying text &quo...
- Mon Sep 26, 2016 5:52 pm
- Forum: Implemented mod requests
- Topic: Entity prototype: ignore-transport-belt flag
- Replies: 7
- Views: 2532
Re: Entity prototype: ignore-transport-belt flag
It will be nice. But I think players who like to move spitters closer to their gun turrets with belts will be upset. Can you by any chance make cars immune to transport belts too? It can be quite challenging to move around heavily belted factories by cars without destroying something just because so...
- Mon Sep 26, 2016 1:16 am
- Forum: Implemented mod requests
- Topic: Entity prototype: ignore-transport-belt flag
- Replies: 7
- Views: 2532
Re: Entity prototype: ignore-transport-belt flag
Accidentally, I found temporary workaround for my problem. If I just spam teleport of "flying" unit to its own position on every tick, it somehow manage to ignore transport belts movement and happily fly over them. Still, it feels like it's a very dirty solution if not a bug than can be fi...
- Sun Sep 25, 2016 2:17 pm
- Forum: Implemented mod requests
- Topic: Entity prototype: ignore-transport-belt flag
- Replies: 7
- Views: 2532
Entity prototype: ignore-transport-belt flag
Hello, I am trying to make flying unit ("unit" prototype) and currently struggling with transport belts that my entity cannot fly over despite of having zero-sized collision_box and empty collision_mask. It can fly over any other entity or tile without any problems. It's not "collidin...
- Sat Sep 24, 2016 2:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Mouse buttons state not resetting after Alt+Tab
- Replies: 1
- Views: 2513
[posila] Mouse buttons state not resetting after Alt+Tab
I Alt+Tabed once from Factorio with right mouse button down and released button outside of Factorio. I'm on Windows 7 x64. When I returned back to game, it took me good minute or two to figure out why UI is not responding to mouse hover and LMB clicks until I clicked RMB again. If alt+tab from Facto...
- Sat Sep 24, 2016 5:11 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.9] [rrrola] Selection box mouse hit problems
- Replies: 6
- Views: 2429
[0.14.9] [rrrola] Selection box mouse hit problems
I was making a mod with flying units (flying - means its graphics and selection box shifted upwards from entity centre (Y -= 3 in my case) and it has empty collision mask). And I noticed that selection box acts weird - as my unit was wandering around and I was hovering my mouse cursor over its selec...