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by Sirenfal
Tue Feb 07, 2017 2:18 am
Forum: Modding help
Topic: Controlling trains by script using dummy?
Replies: 5
Views: 2223

Re: Controlling trains by script using dummy?

Use the LuaTrain object, not the entity. This can be accessed by the train property on any of the entities composing the train (cargo wagons or locomotives).

http://lua-api.factorio.com/latest/LuaE ... tity.train

http://lua-api.factorio.com/latest/LuaTrain.html
by Sirenfal
Sun Feb 05, 2017 1:41 am
Forum: Texture Packs
Topic: [Done] Graphics for a Factorissimo replacement
Replies: 6
Views: 5616

Re: [Request] Graphics for a Factorissimo replacement

Off-topic: Is your code on github? I'm particularly interested in how you achieved this... "Factories can have names, which appear on both the building and the item when picked up" It isn't but it will be. I can run through that part though. I've used a lot of other tricks and mechanical ...
by Sirenfal
Sat Feb 04, 2017 8:14 pm
Forum: Texture Packs
Topic: [Done] Graphics for a Factorissimo replacement
Replies: 6
Views: 5616

[Done] Graphics for a Factorissimo replacement

EDIT: Commissioned someone to make a building instead I've created a replacement for Factorissimo with more features and much higher performance. I made this for myself and my friends but, I will, of course release it publicly soon after we've had a chance to test it on a playthrough thoroughly for ...
by Sirenfal
Sat Feb 04, 2017 7:43 pm
Forum: Modding discussion
Topic: Logistics network overview
Replies: 3
Views: 1450

Re: Logistics network overview

Yep, unfortunately. You can create your own UI and some way to trigger it, but you can't modify or replace the UI of the base game. it is possible to determine the selected entity (mouse-over), so you could show and hide a UI based on that, but it would have to be in the middle of the screen since a...
by Sirenfal
Fri Feb 03, 2017 7:00 pm
Forum: Ideas and Requests For Mods
Topic: Balancing Night Length with Day Length
Replies: 3
Views: 2093

Re: Balancing Night Length with Day Length

There is no way to do that, you'll have to change the time. If you choose to do this I suggest just freezing time (game.surfaces['nauvis'].freeze_daytime(true) http://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.freeze_daytime) and modifying the surface.daytime value yourself in the tick e...
by Sirenfal
Fri Feb 03, 2017 6:54 pm
Forum: Implemented mod requests
Topic: Don't clear entities when calling set_tiles
Replies: 5
Views: 1559

Re: Don't clear entities when calling set_tiles

That is exactly what I did :)

Thanks anyway <3
by Sirenfal
Thu Feb 02, 2017 11:13 pm
Forum: Modding discussion
Topic: Logistics network overview
Replies: 3
Views: 1450

Re: Logistics network overview

The base UI can't be modified at all. This mod might scratch what you're looking for though: https://mods.factorio.com/mods/anoutsid ... ics-system
by Sirenfal
Thu Feb 02, 2017 11:07 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Mod to teleport items/liquids/energy
Replies: 5
Views: 2565

Re: [Request] Mod to teleport items/liquids/energy

At least for me personally, my teleportation mod is another higher tier tech to play with in a very large modpack. Like Feed the Beast, it's fun to have higher tiers of things to keep climbing towards rather than the game just being "launch the rocket" or "launch more rockets faster&q...
by Sirenfal
Thu Feb 02, 2017 5:11 am
Forum: Modding help
Topic: create_entity fast_replace isn't working
Replies: 5
Views: 1120

Re: create_entity fast_replace isn't working

For anyone's future reference: I believe this happened because I'm spawning the entities in places where the player can't ordinarily place them. create-entity doesn't care, but fast-replace=true does.
by Sirenfal
Wed Feb 01, 2017 11:30 pm
Forum: Implemented mod requests
Topic: Don't clear entities when calling set_tiles
Replies: 5
Views: 1559

Re: Don't clear entities when calling set_tiles

They have to collide because they're placed by a script in a location where players shouldn't be able to place buildings.
by Sirenfal
Wed Feb 01, 2017 11:10 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Mod to teleport items/liquids/energy
Replies: 5
Views: 2565

Re: [Request] Mod to teleport items/liquids/energy

I have a bit of a plan to do this, but it might be awhile. I'm planning on creating a teleportation pad and a receiver pad which has a cooldown (probably around 2 minutes on activation), and uses something like 2MW * number of items (items, not stacks) with some kind of distance scalar as well. I'm ...
by Sirenfal
Wed Feb 01, 2017 10:43 pm
Forum: Implemented mod requests
Topic: Don't clear entities when calling set_tiles
Replies: 5
Views: 1559

Don't clear entities when calling set_tiles

I have several placable-off-grid entities placed by script, and if I set tiles under them they're deleted. Right now I'm going to just move those entities away and put them back after calling set_tiles, but it'd be nice to have a flag to disable this behavior
by Sirenfal
Wed Feb 01, 2017 10:41 pm
Forum: Won't implement
Topic: Destination inventory for on_picked_up_item
Replies: 6
Views: 1889

Re: Destination inventory for on_picked_up_item

@Sirenfal see if this code is any help - I was mainly interested in when an item was dropped rather than picked up, but it could be refactored to work the other way, ie. when something is picked up. https://forums.factorio.com/viewtopic.php?p=213673#p213673 I've been able to hack around these thing...
by Sirenfal
Wed Feb 01, 2017 8:31 pm
Forum: Modding help
Topic: create_entity fast_replace isn't working
Replies: 5
Views: 1120

Re: create_entity fast_replace isn't working

Nope. In the meantime I'll just spawn the dual entities, clone the items and delete the old entities. For anyone else trying to do this: self.input, self.output = self.output, self.input for _, key in pairs({'input', 'output'}) do local old = self[key] self[key] = old.surface.create_entity({ name='f...
by Sirenfal
Wed Feb 01, 2017 8:15 pm
Forum: Modding help
Topic: create_entity fast_replace isn't working
Replies: 5
Views: 1120

Re: create_entity fast_replace isn't working

I think fast_replaceable_group has to be a type "container" I thought so too at first, but I noticed long handed inserters have a non-type fast replacable group. So I tried these two prototypes with items and they can be fast replaced properly by hand with each other, but not with other c...
by Sirenfal
Wed Feb 01, 2017 7:57 pm
Forum: Modding help
Topic: create_entity fast_replace isn't working
Replies: 5
Views: 1120

create_entity fast_replace isn't working

I have two container types: (https://paste.whitefire.in/view/uPUIWvbpgM) { type = "container", name = "fre_connection-chest_input", icon = "__base__/graphics/icons/steel-chest.png", flags = {"not-blueprintable", "not-deconstructable"}, minable = nil,...
by Sirenfal
Sat Jan 28, 2017 5:40 pm
Forum: Implemented mod requests
Topic: Surface parameter for clear_chart()
Replies: 1
Views: 755

Surface parameter for clear_chart()

I'd like to be able to clear the chart for a specific surface instead of all surfaces.
by Sirenfal
Sun Jan 22, 2017 1:46 pm
Forum: Modding help
Topic: No ghost on entity death
Replies: 1
Views: 723

No ghost on entity death

Is there a way to specify that I do not want an automatic ghost for a particular entity when it dies? I can do that with a hook like this, but it's not exactly clean- script.on_event(defines.events.on_entity_died, function(event) if(event.entity.name == 'my_entity') then local ent = event.entity loc...
by Sirenfal
Sun Jan 22, 2017 12:47 am
Forum: Ideas and Requests For Mods
Topic: Biter Mobilization
Replies: 1
Views: 818

Re: Biter Mobilization

This is the most important AI mod: https://mods.factorio.com/mods/Veden/Rampant If you want more difficulty besides try PredictabowlEnemies with Rampant, as well as Bob's enemies. Anything much better than that is limited by the slow AI in this game, but this is enough to make things feel a lot bett...
by Sirenfal
Sat Jan 21, 2017 10:22 pm
Forum: Modding help
Topic: Labeled items stacking
Replies: 2
Views: 537

Re: Labeled items stacking

Thanks :)

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