Search found 39 matches

by Angamara
Tue Dec 19, 2017 11:30 pm
Forum: General discussion
Topic: [POLL] Concrete in 0.16
Replies: 51
Views: 20893

Re: Concrete in 0.16

First of all Factorio is the baby of the staff, although we can give our opinion, because after all, it's a free world. First of all, we must understand and respect the choice and the decisions concerning the vision of the game and the universe that the developers want to produce. On the other hand:...
by Angamara
Mon Dec 18, 2017 10:44 pm
Forum: Ideas and Suggestions
Topic: [0.16] artillery Wagon
Replies: 10
Views: 5897

Re: [0.16] artillery Wagon

To go in the direction of this post: viewtopic.php?f=9&t=3762

The artillery should actually have configurable options or otherwise work.
by Angamara
Mon Dec 18, 2017 10:19 pm
Forum: Ideas and Suggestions
Topic: Trains Should Kill Even If Friendly Fire Off
Replies: 1
Views: 1147

Re: Trains Should Kill Even If Friendly Fire Off

It's amazing that this is normal behavior. This post should be in the BUG section.
by Angamara
Fri Dec 08, 2017 11:21 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 85927

Re: Friday Facts #220 - The best Friday Facts ever

Great gift, Thanks.

You are doing your best to please us and we thank you for it.


Can we learn more about the missing improvements of this experimental version?
by Angamara
Fri Dec 08, 2017 4:24 am
Forum: Modding interface requests
Topic: on_selected_entity_click | LuaControl.fake_name | flying-tex
Replies: 1
Views: 1138

on_selected_entity_click | LuaControl.fake_name | flying-tex

on_selected_entity_click Called after the selected entity is clicked for a given player. Contains player_index :: uint: The player whose selected entity clicked. entity :: LuaEntity : The selected entity clicked LuaControl fake_name :: string [Read-Write] Fake name of Entity replace real name of en...
by Angamara
Thu Dec 07, 2017 7:24 pm
Forum: Implemented mod requests
Topic: on_force_technology, on_force_chunck_reached
Replies: 3
Views: 1641

Re: on_force_technology, on_force_chunck_reached

Ho yes, for the first. I am blind. Thanks.

For the second, it's when characters or radar or anithing in this force remove the fog on chunk
by Angamara
Thu Dec 07, 2017 6:45 pm
Forum: Implemented mod requests
Topic: on_force_technology, on_force_chunck_reached
Replies: 3
Views: 1641

on_force_technology, on_force_chunck_reached

I - on_force_technology Called when a force ends a technology Contains force :: LuaForce technology :: LuaTechnology Why ? Allows event based on technology. II - on_force_chunck_reached Called when a force reach a chunk Contains force :: LuaForce area :: BoundingBox: Area of the chunk surface :: Lu...
by Angamara
Thu Dec 07, 2017 12:51 am
Forum: Modding interface requests
Topic: on_pre_console_chat (or on_cancel_console_chat)
Replies: 13
Views: 4486

Re: on_pre_console_chat (or on_cancel_console_chat)

Among the 3 possible additions, have you decided to include some?
by Angamara
Thu Dec 07, 2017 12:45 am
Forum: Won't implement
Topic: Ping / check FPS of all players
Replies: 5
Views: 12240

Re: Ping / check FPS of all players

Why?

Is it difficult for you to imagine scenario features too greedy?
by Angamara
Wed Dec 06, 2017 8:36 pm
Forum: Won't implement
Topic: Ping / check FPS of all players
Replies: 5
Views: 12240

Re: Ping / check FPS of all players

This is actually the same goal as your request. Implemented FPS verification of each player is perhaps faster and easier than an implementation of an automatic game speed system. But reducing speed is only one solution among others. Doing it with a mod also allows the management of other parameters ...
by Angamara
Wed Dec 06, 2017 5:49 pm
Forum: Won't implement
Topic: Ping / check FPS of all players
Replies: 5
Views: 12240

Ping / check FPS of all players

in general, latency issues occur on small computer configurations depending on the size of the map. Reducing the speed of the game usually allows these small configurations to play like any other. Even if some systems will change to 0.16 to correct most latency issues. Is there a way to know the FPS...
by Angamara
Tue Nov 21, 2017 6:45 pm
Forum: General discussion
Topic: Multiplayer server strategy for keeping everyone busy
Replies: 5
Views: 2659

Re: Multiplayer server strategy for keeping everyone busy

I think we have a good community on factorio compared to other games.

There are two extremes, the troll and the player who knows better than everyone else.

There is more and more softmod that finds ways to avoid the Anti-Grief or the possibility of tagging players to know who is doing what.
by Angamara
Tue Nov 21, 2017 6:21 pm
Forum: Implemented mod requests
Topic: Hiding custom prototypes from alt-/detail-view.
Replies: 9
Views: 3487

Re: Hiding custom prototypes from alt-/detail-view.

A new invisible entity totally customizable for mods that has no details and that allows the same thing as the current entities would not it be more judicious? The quality of the mod creators is that they use the system to do things for not originally planned. In the majority of IT projects, adding ...
by Angamara
Tue Nov 21, 2017 2:04 am
Forum: Already exists
Topic: LuaStyle .width[RW] | .height [RW] | .column_alignments
Replies: 9
Views: 4499

Re: LuaStyle .width[RW] | .height [RW] | .column_alignments

relevant to : https://forums.factorio.com/viewtopic.php?f=28&t=47087&p=317931#p317926 Thank you posila for this additional information. but it's still fuzzy about using column_alignments. Same with Klonan's examples. I do not see what is aligned. posila what do you mean when you say that col...
by Angamara
Tue Nov 21, 2017 2:02 am
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 48625

Re: Simple property requests (something that exists but has no way to read/write it)

Ok that's another explanation, or at least I understand it differently.

Here is the link of the subject on which I had spoken to continue the discussion and not overload this topic.
viewtopic.php?f=28&t=53943
by Angamara
Mon Nov 20, 2017 11:56 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 48625

Re: Simple property requests (something that exists but has no way to read/write it)

LuaStyle.column_alignments [Read-only]

Klonan had told me the opposite on an old post, so I point out the impossibility of changing the value of this property.
by Angamara
Sat Nov 18, 2017 1:31 am
Forum: Modding interface requests
Topic: on_pre_console_chat (or on_cancel_console_chat)
Replies: 13
Views: 4486

Re: on_pre_console_chat (or on_cancel_console_chat)

1. Stop sending a command in the console after sending. (Other than disabling the command) [ Possible , Impossible, No interest] 2. Stop sending text to the console after sending. [ Possible , Impossible, No interest] 3. Set a color to the message with game.print and player.print (The color exists ...
by Angamara
Fri Nov 17, 2017 10:31 pm
Forum: Modding interface requests
Topic: on_pre_console_chat (or on_cancel_console_chat)
Replies: 13
Views: 4486

Re: on_pre_console_chat (or on_cancel_console_chat)

Also forces have seperate technology, force bonuses etcpp, and i'm not sure how most other mods handle frequent force changes of existing players. Also if you "use up" all 64 forces, then other mods that need them won't be able to create any more. You're basically introducing a huge heap ...
by Angamara
Fri Nov 17, 2017 5:38 pm
Forum: Modding interface requests
Topic: on_pre_console_chat (or on_cancel_console_chat)
Replies: 13
Views: 4486

Re: on_pre_console_chat (or on_cancel_console_chat)

Since there is no sub-forum "Not Implemented mod requests" I still do not know if no answer means: 1- A problem of understanding because of the language barrier. 2- A refusal to implement the idea because you do not see the interest. 3 - A refusal to implement the idea because it is not po...
by Angamara
Thu Nov 16, 2017 5:51 pm
Forum: Won't implement
Topic: LuaGuiElement.path, the full path of a gui element
Replies: 10
Views: 2943

Re: LuaGuiElement.path, the full path of a gui element

To avoid any problem with another mod, I think it is neccessary to put a generic name to all your elements. (example: sn_btn_close [sn = short name]) What I was trying to explain is to have a class for your GUI system and; LUA is all you need to do, no need to add this function to the API. And that ...

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