Search found 1264 matches

by aubergine18
Wed Nov 02, 2016 10:09 pm
Forum: Ideas and Suggestions
Topic: More Map Layers
Replies: 2
Views: 1688

Re: More Map Layers

There are also multiple render layers that can be used (wiki is a bit out of date but should be enough to get started): https://wiki.factorio.com/index.php?tit ... enderLayer

Also, I believe there are already several aircraft mods in the mod portal so flying is also possible.
by aubergine18
Wed Nov 02, 2016 5:26 pm
Forum: Modding help
Topic: on_player_cursor_stack_changed how it works?
Replies: 3
Views: 1185

Re: on_player_cursor_stack_changed how it works?

If you want to see exactly what events are getting fired, I highly recommend Creative Mode mod which has an event logger. You can select one or more events from its UI, and when they fire they'll get logged to console and/or log file (depends what options you set) so you can see exactly what's happe...
by aubergine18
Wed Nov 02, 2016 5:25 pm
Forum: Modding help
Topic: Hidden objects not always getting placed/removed
Replies: 10
Views: 3655

Re: Hidden objects not always getting placed/removed

If you build two entities on exact same coordinate, sometimes one will replace the other or not get built (depends on entity type as far as I can tell). When destroying entities, it's better to do an area search than a position search. Also, your code would be a bit cleaner by replacing this: if (ev...
by aubergine18
Mon Oct 31, 2016 7:36 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 397177

Re: [MOD 0.14.4+] Creative Mode 0.1.5 - WIP Beta Test for 0.2.0

Superb! :D

I'm slowly working through all components of my mods to add in CM integration. It's such an incredibly useful tool for modding.
by aubergine18
Mon Oct 31, 2016 5:11 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 572
Views: 301174

Re: Thank you (Make the dev-team happy today!)

+1 for the above. Considering the amount of stuff the game has to process per tick, without cutting corners, if it were done by any other company it would require a top-end overclocked, overspecced gaming machine and still lag like crazy. Yet the game runs super-smooth on my ancient non-gaming deskt...
by aubergine18
Mon Oct 31, 2016 5:04 am
Forum: Resolved Problems and Bugs
Topic: [0.14.17][rrrola] Russian characters is not displayed
Replies: 4
Views: 2641

Re: [0.14.17] Russian characters is not displayed

@Guki - why not create a mod that overrides the default font to add in russian chars? Font name to font file definition is done in the locale (.cfg) files, then just update applicable data.raw entries to reference your new font. You can get rough idea from my glyph font: https://mods.factorio.com/mo...
by aubergine18
Mon Oct 31, 2016 4:48 am
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 65470

Re: Friday Facts #162 - Theme Art Again

In late game, why not invert the biters reaction to player - make them run away. This way player has to fight biters for territory in early-mid game, but by late game they'll just get out of the way to avoid being further decimated by player. It's like the evolution factor would be a curve - at from...
by aubergine18
Mon Oct 31, 2016 4:41 am
Forum: Mods
Topic: [MOD 0.14.x] Storage Cubes (0.1.1) [WIP]
Replies: 17
Views: 10441

Re: [MOD 0.14.x] Storage Cubes (0.0.4) [WIP]

blue text on grey background is really, really difficult to read
by aubergine18
Mon Oct 31, 2016 4:40 am
Forum: Implemented mod requests
Topic: AP request: LuaEnity::Mine(entity)
Replies: 5
Views: 1950

Re: AP request: LuaEnity::Mine(entity)

I must admit, I also had to abandon one of my mods because item-on-ground can't be mined. I thought about having it place as entity, but then it's not possible to pick up with F key. I was hoping to create a situation where picking up would retrieve the existing item, but mining would yield a differ...
by aubergine18
Sun Oct 30, 2016 3:27 pm
Forum: General discussion
Topic: 1.25.35 Lots of broken mod links
Replies: 12
Views: 3487

Re: 1.25.35 Lots of broken mod links

You'd have to incrementally update, eg. to 0.11, then 0.12 then 0.13 and finally 0.14, to even have any hope of getting that save working again. As for mods, without a list of what mods you were using it's unlikely anyone can help you. IMO just accept the save is lost and start a new game. There's s...
by aubergine18
Sun Oct 30, 2016 3:25 pm
Forum: Technical Help
Topic: mod prevents spacebar working to fire sub machine gun
Replies: 3
Views: 1174

Re: mod prevents spacebar working to fire sub machine gun

Go in to game options > Controls > "Mods" tab and you will see the modded shortcuts there and can change them.

Please let us know what the caption of the mod shortcut that uses Space is, as it will help track down which mod it is.
by aubergine18
Sun Oct 30, 2016 3:18 pm
Forum: Ideas and Suggestions
Topic: Car tire Screeches when the car is turning
Replies: 3
Views: 1635

Re: Car tire Screeches when the car is turning

Would it still screech when doing turns on sand tiles? Would screeching be variant on rate of turn?
by aubergine18
Sun Oct 30, 2016 3:16 pm
Forum: Mods
Topic: [MOD 0.13.7+] Extendo-Reach
Replies: 13
Views: 5491

Re: [MOD 0.13.7+] Extendo-Reach

It means there's now a mandatory categories property in the prototype definition for `grabber-equipment`. So you'll need to add in categpries = { 'something' } to that prototype, where 'something' is a relevant category name (string).
by aubergine18
Sun Oct 30, 2016 2:53 pm
Forum: Modding interface requests
Topic: on_entity_clicked
Replies: 2
Views: 1294

on_entity_clicked

Doing custom GUI for an entity is a PITA. There are two approaches currently available, both of which suck: custom-input This is useful if we need to retain existing gui, but want optional alternative gui. We define custom-input keyboard shortcut, and when its event is triggered, we check game.playe...
by aubergine18
Sun Oct 30, 2016 2:43 pm
Forum: Modding help
Topic: Proper gui usage and entity based variables
Replies: 3
Views: 1480

Re: Proper gui usage and entity based variables

Possibly. You could check player .opened to detect when the normal gui of the entity is opened, then open your gui. I'm not sure if the vanilla gui can be programatically closed though. You can prevent the game gui from opening by setting entity .operable = false, but then there probably won't be an...
by aubergine18
Sun Oct 30, 2016 2:14 pm
Forum: Modding help
Topic: Proper gui usage and entity based variables
Replies: 3
Views: 1480

Re: Proper gui usage and entity based variables

For opening GUI upon entity placement, listen to the on_built_entity event (assuming you only want the gui to open when player places the entity). In the event handler, check the event.created_entity .type and .name to determine if it's your entity that was built. As for proper way to do entity GUI,...
by aubergine18
Sat Oct 29, 2016 11:27 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 65470

Re: Friday Facts #162 - Theme Art Again

In relation to consuming stuff for speed boost, lubricant oil would be better suited to that than alien artefacts.

Related discussion: viewtopic.php?f=25&t=35314
by aubergine18
Sat Oct 29, 2016 6:09 pm
Forum: Modding help
Topic: How do I make turrets attack all enemy buildings?
Replies: 2
Views: 1104

Re: How do I make turrets attack all enemy buildings?

As far as I know it's not currently possible, unless this gets implemented: viewtopic.php?f=28&t=35361

Go to advanced search