Search found 629 matches
- Tue Feb 07, 2023 11:04 pm
- Forum: Modding help
- Topic: Scripting camera position.
- Replies: 2
- Views: 664
Re: Scripting camera position.
Moving the camera position is basically impossible. Cutscenes is one option, maybe there's some other hacky solution I hadn't considered... A larger problem is that you can't read the player's cursor position. Or at least, you can, but only in response to a CustomInput (i.e. when the player clicks o...
- Mon Feb 06, 2023 11:48 am
- Forum: Implemented mod requests
- Topic: New Event: on_entity_teleported, script_raised_teleported
- Replies: 6
- Views: 2025
Re: New Event: on_entity_teleported, script_raised_teleported
+1
Picker dollies and Space Exploration both use teleportation and are both very common. It would be nice not to have to rely on implementing custom events, etc.
Picker dollies and Space Exploration both use teleportation and are both very common. It would be nice not to have to rely on implementing custom events, etc.
- Thu Feb 02, 2023 2:50 pm
- Forum: Mod portal Discussion
- Topic: [Preview] Mod Portal: Weekly Highlights
- Replies: 14
- Views: 2795
Re: [Preview] Mod Portal: Weekly Highlights
Awesome!
"Highlights from 2023-02-05 until 2023-01-30" I think your start and end dates are wrong
"Highlights from 2023-02-05 until 2023-01-30" I think your start and end dates are wrong
- Wed Feb 01, 2023 2:01 am
- Forum: Modding interface requests
- Topic: Allow LuaPlayer.cursor_stack_temporary write for all selection tools
- Replies: 2
- Views: 572
Re: Allow LuaPlayer.cursor_stack_temporary write for all selection tools
Are you aware of the "only-in-cursor" flag on item prototypes? https://wiki.factorio.com/Types/ItemPrototypeFlags#%22only-in-cursor%22 Although personally I'd like `cursor_stack_temporary` write for all items, as I currently attempt to implement a similar thing for the wires in Wire Shortc...
- Sat Jan 28, 2023 2:26 am
- Forum: Ideas and Requests For Mods
- Topic: Coloring Cars (And other entities) Similar to Trains [Mod Found!]
- Replies: 5
- Views: 1659
Re: Coloring Cars (And other entities) Similar to Trains
I guess the current API does support it in some way as someone (about a month ago now at time of post) has made such a mod now! This makes me quite happy and here is the link to the mod in question for anyone else who is interested. https://mods.factorio.com/mod/CustomColor Indeed, it isn't actuall...
- Mon Jan 23, 2023 1:03 pm
- Forum: Modding help
- Topic: Migration file order
- Replies: 9
- Views: 1298
Re: Migration file order
I had learned to name the migration files as "mod-name_version", where version matched the mod version it's introduced with. I don’t believe this solution always works correctly, since 1.2.30 will sort before 1.2.4. Using dates is the best method. Except that there are different date form...
- Mon Jan 23, 2023 8:44 am
- Forum: Modding help
- Topic: Migration file order
- Replies: 9
- Views: 1298
Re: Migration file order
I don't remember where I learned it, and I don't know if this is the "correct" way or if it's inconsequential, but I had learned to name the migration files as "mod-name_version", where version matched the mod version it's introduced with. As such, as DaveMcW said, I believe it ...
- Fri Jan 20, 2023 11:03 pm
- Forum: Gameplay Help
- Topic: Bad balancer
- Replies: 8
- Views: 1681
Re: Bad balancer
Your underground belt is backwards
- Tue Jan 17, 2023 12:50 pm
- Forum: Modding help
- Topic: Updated documentation of the MOD Factorio Library
- Replies: 12
- Views: 1788
Re: Updated documentation of the MOD Factorio Library
I had a similar problem like you. While the example at https://factoriolib.github.io/flib/examples/dictionary.lua.html worked in single player it caused an instant de-sync in multi-player. I managed to adapt the demo code so it works and does not de-sync. The only changes I had to make were: Change...
- Sat Jan 14, 2023 6:28 pm
- Forum: Gameplay Help
- Topic: Creative mode settings when starting a new game
- Replies: 8
- Views: 1966
Re: Creative mode settings when starting a new game
Yes, in editor mode you can hover your mouse over a vehicle, press Enter, and you'll be driving the vehicles.BoogerPoo2002 wrote: ↑Sat Jan 14, 2023 6:05 pmIs there a way to fire weapons from vehicles without a player character?
- Fri Jan 13, 2023 1:30 pm
- Forum: Releases
- Topic: Version 1.1.75
- Replies: 17
- Views: 13756
- Thu Jan 12, 2023 10:22 pm
- Forum: Gameplay Help
- Topic: What does "200% fire rate in cascade" of the Spidetron weapon mean?
- Replies: 2
- Views: 900
Re: What does "200% fire rate in cascade" of the Spidetron weapon mean?
It means that after firing a rocket and automatically switching selected weapon to the next rocket, the cooldown will already be half-done. So as long as at least 2 of the 4 spidertron rocket launchers have ammo, then it will launch them twice as fast as it would otherwise, yes. Lex's aircraft gunsh...
- Thu Jan 12, 2023 6:18 pm
- Forum: Mod portal Discussion
- Topic: Broken HTML in notification emails
- Replies: 2
- Views: 894
Broken HTML in notification emails
As of today, my email notifications seem to have broken HTML in them... see one from 3 days ago, and one from today: Hello Xorimuth, You have a new notification on the Factorio Mod Portal. New reply in Two small suggestions by Vodith. You can see all your notifications, as well as disable them, on t...
- Thu Jan 12, 2023 1:40 pm
- Forum: Releases
- Topic: Version 1.1.75
- Replies: 17
- Views: 13756
Re: Version 1.1.75
In this versionDeadlock989 wrote: ↑Thu Jan 12, 2023 12:27 pmWhen did native loaders pulling from cargo wagons become a thing?
I presume "containers" in this context means "everything except trains", but I haven't checked.
- Sun Jan 08, 2023 11:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Can't drag wires in map view when drag map keybind inteferes
- Replies: 3
- Views: 1847
Re: [1.1.74] Can't drag wires in map view when drag map keybind inteferes
As a workaround for this issue, would adding a 'drag_map' checkbox to the permissions list be feasible? Then I could disable it only whilst holding a wire/cable. Currently dragging is allowed even when all permissions are disabled.
- Fri Jan 06, 2023 11:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Can't drag wires in map view when drag map keybind inteferes
- Replies: 3
- Views: 1847
[1.1.74] Can't drag wires in map view when drag map keybind inteferes
In vanilla, default settings, you cannot use wires/cables in map view near the player because it conflicts with the click-to-drag feature. If you rebind the 'drag map' keybind to anything other than left-click, you can now use wires/cables in map view. This becomes particularly apparent with my mod ...
- Fri Jan 06, 2023 10:50 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer::drag_target
- Replies: 1
- Views: 664
LuaPlayer::drag_target
In my mod (Wire Shortcut X) I want to be able the read whether the player has a drag target (i.e. is dragging a wire/cable from an entity). Personally I don't care what it is, just whether or not it exists. But it should probably return the LuaEntity. I also don't need to be able to write it, since ...
- Fri Jan 06, 2023 12:44 pm
- Forum: Assigned
- Topic: [Klonan] Train GUI formatted incorrectly for one type of locomotive?
- Replies: 10
- Views: 2429
Re: Train GUI formatted incorrectly for one type of locomotive?
I think the strange-looking width is caused by the fuel tab (lots of fuel slots, maybe a pollution efficiency multiplier as well), and is expected behaviour. The strangeness around the bottom is a base game bug happening because of the Train Groups relative GUI at the top: https://forums.factorio.co...
- Thu Jan 05, 2023 9:22 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 87695
Re: Documentation Improvement Requests
https://lua-api.factorio.com/latest/LuaItemStack.html#LuaItemStack.set_stack and similar don't say that they can raise on_player_cursor_stack_changed (and presumably on_player_main_inventory_changed, on_player_gun_inventory_changed, maybe more). From testing it appears that they aren't raised immed...
- Thu Jan 05, 2023 12:56 pm
- Forum: Ideas and Suggestions
- Topic: Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics
- Replies: 18
- Views: 3922
Re: Please add ability to connect pipes with logic wires like chests and belts
I'm a fan of https://mods.factorio.com/mod/extra-sto ... minibuffer personally. Pipes have such low capacity that I can imagine their content fluctuating quite a bit, which would make it a lot less useful for taking readings for the circuit network.