Search found 162 matches
- Thu Sep 02, 2021 8:22 pm
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 117
- Views: 160360
Re: Digital Display, Yay!
Thanks to the great DaveMcW 3×5 dot matrix design and posts with formula showing the "magic". Helps me a lot to understand how these things work! Based on the logic, I have expanded it as my 5×7 dot matrix design. The font is similar (if not exactly) to those used in many dot matrix calcul...
- Fri Mar 19, 2021 5:08 am
- Forum: Modding discussion
- Topic: I'll do Factorio style art for your mod for free!
- Replies: 2
- Views: 1702
Re: I'll do Factorio style art for your mod for free!
@vintergron Thanks for your interest in contributing custom graphics. I am sure that the community will appreciate that. :D You may look for the subforum Texture Packs . It is the assumed place for people to request or contribute custom game graphics. 99% of the posts are requests, so you can see ou...
- Tue Feb 16, 2021 10:19 pm
- Forum: Modding help
- Topic: [Solved] LuaEntity::status to Locale text relations?
- Replies: 2
- Views: 1346
Re: LuaEntity::status to Locale text relations?
Wow, what a smart code! Thanks for that.
It waives the need of my explicit table, and auto-handles all possible changes. Exactly what I needed!
Though will need separate code to assign "status colours" to each status.
Looks easy enough, so no big deal.
It waives the need of my explicit table, and auto-handles all possible changes. Exactly what I needed!
Though will need separate code to assign "status colours" to each status.
Looks easy enough, so no big deal.
- Sun Jan 31, 2021 6:52 pm
- Forum: Modding help
- Topic: [Solved] LuaEntity::status to Locale text relations?
- Replies: 2
- Views: 1346
[Solved] LuaEntity::status to Locale text relations?
Hi all, I want to write a custom GUI showing entity status of some selected entities. LuaEntity::status gives enum like "defines.entity_status.item_ingredient_shortage", which will actually be integers. On the other hand, the text I want to show is located in locale files under [entity-sta...
- Mon Sep 28, 2020 4:21 pm
- Forum: Implemented mod requests
- Topic: [1.0.0] Prototype/Car::minimap_representation
- Replies: 1
- Views: 3147
[1.0.0] Prototype/Car::minimap_representation
I found minimap_representation (and selected_minimap_representation) in Prototype/Car , so I tried to use that for my modded tanks. (Like how it is done on vanilla locomotives and Spidertron.) For example, I tried to apply a bigger triangle on my bigger tanks, and a smaller triangle on my smaller ta...
- Wed Sep 23, 2020 6:02 pm
- Forum: Duplicates
- Topic: [1.0.0] Entity settings copy/paste does not work on Spidertrons
- Replies: 1
- Views: 1057
[1.0.0] Entity settings copy/paste does not work on Spidertrons
As titled. Entity settings copy/paste has no responses on Spidertrons (whether vanilla or modded), specifically: 1/ Copying/pasting inventory slot filters. 2/ Firing event on_entity_settings_pasted. I expect it would have work like the other vehicles (cars and tanks) or trains (locomotives, wagons).
- Sun Sep 20, 2020 4:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.0.0] Grid cannot be accessed in Locomotive with void energy source
- Replies: 1
- Views: 3073
[Rseding91] [1.0.0] Grid cannot be accessed in Locomotive with void energy source
Problem: Vehicle grids (introduced by mods) on train carriages are normally accessible, except for one case: an locomotive using "void" energy source. The "Fuel" tab is disabled with the tooltip saying "Locomotive doesn't need energy", making the grid inaccessible. Step...
- Fri Aug 28, 2020 9:04 am
- Forum: Modding interface requests
- Topic: Prototype/Gun::attack_target_mask & ignore_target_mask
- Replies: 0
- Views: 736
Prototype/Gun::attack_target_mask & ignore_target_mask
I have read articles about target masks . Next I found out Prototype/Turret has attack_target_mask & ignore_target_mask, allowing a turret to not fire at blacklisted types. I want to request the same properties on either Prototype/Gun or within its attack_parameters. Spidertrons have auto-target...
- Wed Aug 26, 2020 10:39 am
- Forum: Modding interface requests
- Topic: Add Prototype/SpiderVehicle::color
- Replies: 0
- Views: 710
Add Prototype/SpiderVehicle::color
May I request to add "color" property to the prototype definition Prototype/SpiderVehicle? It is useful to Spidertron, as its color mechanism is more like locomotives (selection) instead of cars/tanks (driver color). Similar property already exist on Prototype/RollingStock, like here . So ...
- Mon Aug 24, 2020 9:54 am
- Forum: Modding help
- Topic: "spider-vehicle" prototype definitions
- Replies: 5
- Views: 2940
Re: "spider-vehicle" prototype definitions
Big thanks to Bilka and Xorimuth!
That helps a lot in Spidertron modding.
I will explore about the relations between speed and legs length.
For now, I do not have further questions.
That helps a lot in Spidertron modding.
I will explore about the relations between speed and legs length.
For now, I do not have further questions.
- Fri Aug 21, 2020 3:17 pm
- Forum: Modding help
- Topic: "spider-vehicle" prototype definitions
- Replies: 5
- Views: 2940
Re: "spider-vehicle" prototype definitions
Glad to see the Wiki prototype definitions page updated about Prototype/SpiderVehicle . Including the link here in case anyone is searching for the same thing. The page (and related ones) also give answer to some of my previous questions. Like for Q7,8 on spider_engine.military_target, the page says...
- Tue Aug 18, 2020 3:34 pm
- Forum: Modding help
- Topic: on_player_created bug?
- Replies: 17
- Views: 8114
Re: on_player_created bug?
This leads me to a new question though: How to make it work with both freeplay and sandbox (and other scenarios)? Does it mean I need to duplicate my insertion code, so keeping using on_player_created event for sandbox, and using the dedicated remote interface of freeplay or on_cutscene_cancelled e...
- Mon Aug 17, 2020 12:41 pm
- Forum: Modding help
- Topic: on_player_created bug?
- Replies: 17
- Views: 8114
Re: on_player_created bug?
This leads me to a new question though: How to make it work with both freeplay and sandbox (and other scenarios)? Does it mean I need to duplicate my insertion code, so keeping using on_player_created event for sandbox, and using the dedicated remote interface of freeplay or on_cutscene_cancelled ev...
- Sat Aug 15, 2020 9:15 am
- Forum: Modding help
- Topic: "spider-vehicle" prototype definitions
- Replies: 5
- Views: 2940
"spider-vehicle" prototype definitions
I would like to ask about the new prototype "spider-vehicle". I already have some ideas to mod with it, but do not see it yet in the Wiki prototype definitions page . That would be greatly helpful if it gets updated. Also wonder how much properties (and their interactions with other things...
- Fri Aug 14, 2020 12:46 pm
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 106933
Re: Version 1.0.0
Congratulations! Ths Spidertron is exceptionally fun to ride and play with! I would like to ask about the new prototype class "spider-vehicle" though. I already have some ideas to mod with it, but do not see it yet in the Wiki prototype definitions page . That would be greatly helpful if i...
- Thu Jul 30, 2020 4:05 pm
- Forum: Ideas and Requests For Mods
- Topic: Request: split out logistic and circuit network recipes into separate crafting tabs
- Replies: 3
- Views: 1854
Re: Request: split out logistic and circuit network recipes into separate crafting tabs
Hi, Reading your post, I have made a new mod Schall Circuit Group , which will fulfill part of the request. P01 Tab.png This works highly similar to Schall Transport Group, so you will find the options familiar. Apart from the original items within vanilla subgroup "circuit-network", I hav...
- Sat Jul 04, 2020 8:05 am
- Forum: Mod portal Discussion
- Topic: Issues with the new design
- Replies: 13
- Views: 4474
Re: Issues with the new design
Blockquotes are now resupported again. (Although I prefer the original box to mark the code more clearly, it is still okay.) There are two more things "unsupported" by the new design: 1/ Table border has vanished. It is quite important to make tables useful. 2/ The newline characters "...
- Thu Jun 25, 2020 8:40 pm
- Forum: News
- Topic: Friday Facts #352 - New website
- Replies: 83
- Views: 43654
Re: Friday Facts #352 - New website
I want to comment on the new design of mod portal, since I create/update mods quick often. The style and colours look much nicer now, and more comfortable to read. The best part is getting rid of "black text on grey background", which was like eye examination every time I tried to read the...
- Sun Jun 14, 2020 8:50 pm
- Forum: Modding help
- Topic: Can I get train time info from API?
- Replies: 4
- Views: 1520
Re: Can I get train time info from API?
You would have to make a modding interface request if you want to read current progress. Somehow I have expected that... Just be sure not asking something already exist. You can calculate time passed by listening to on_train_changed_state to get tick 0, then subtracting it from the current tick. Th...
- Sun Jun 14, 2020 8:14 pm
- Forum: Modding help
- Topic: Can I get train time info from API?
- Replies: 4
- Views: 1520
Re: Can I get train time info from API?
There are two more levels of nesting after TrainSchedule. TrainScheduleRecord and WaitCondition . train.schedule.records[1].wait_conditions[1].ticks Is it the actual time a train has already waited? Or is it the "theoretical" time set as condition in the schedule? I want the value of the ...