Search found 39 matches
- 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:...
- 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.
The artillery should actually have configurable options or otherwise work.
- 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.
- 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?
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?
- 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...
- 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
For the second, it's when characters or radar or anithing in this force remove the fog on chunk
- 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...
- 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?
- 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?
Is it difficult for you to imagine scenario features too greedy?
- 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 ...
- 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...
- 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.
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.
- 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 ...
- 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...
- 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
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
- 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.
Klonan had told me the opposite on an old post, so I point out the impossibility of changing the value of this property.
- 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 ...
- 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 ...
- 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...
- 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 ...