Search found 607 matches
- Tue Aug 25, 2020 3:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.0.0] Nonlinear fluid usage with scale_fluid_usage=true
- Replies: 7
- Views: 5067
Re: [1.0.0] Nonlinear fluid usage with scale_fluid_usage=true
Maybe it's realistic that generators have more efficiency when running not in "red" zone of their performance but in factorio things always have been linear. I was expecting the opposite effect. Normally generators are most efficient at full rated power. (Constant power losses are a small...
- Tue Aug 25, 2020 3:25 pm
- Forum: Implemented mod requests
- Topic: [1.0.0] LuaEntity "spider-vehicle" does not support selected_gun_index
- Replies: 1
- Views: 886
Re: [1.0.0] LuaEntity "spider-vehicle" does not support selected_gun_index
I see this was moved to Implement Mod Interface Requests. Thanks for taking care of it!
- Tue Aug 25, 2020 12:17 am
- Forum: Implemented mod requests
- Topic: Spidertron burner.inventory showing as invalid
- Replies: 1
- Views: 1104
Re: Spidertron burner.inventory showing as invalid
I just found the same thing. Krastorio 2 also adds burner fuel to Spidertrons.
- Sat Aug 22, 2020 2:10 pm
- Forum: Implemented mod requests
- Topic: expose custom name
- Replies: 4
- Views: 1906
Re: expose custom name
I need this too to save and restore the Spidertron name when serializing the entity.
- Sun Aug 16, 2020 9:34 pm
- Forum: Implemented mod requests
- Topic: [1.0.0] LuaEntity "spider-vehicle" does not support selected_gun_index
- Replies: 1
- Views: 886
[1.0.0] LuaEntity "spider-vehicle" does not support selected_gun_index
LuaEntity::selected_gun_index does not work for spider-vehicle entities. Accessing it crashes with the error message given: "Entity is not a character nor a car."
Presumably this is an oversight since you can tab between multiple weapons on Spidertron just like any other vehicle.
Presumably this is an oversight since you can tab between multiple weapons on Spidertron just like any other vehicle.
- Thu Jul 09, 2020 10:59 pm
- Forum: Not a bug
- Topic: [0.18.35] Calling LuaInventory::set_bar() with nil argument causes error
- Replies: 2
- Views: 555
Re: [0.18.35] Calling LuaInventory::set_bar() with nil argument causes error
Okay, thanks for the clarification. This makes sense now that I remember "get_bar()" always returns a number even when the player has not changed it, so it's not an asymmetry like the bug with "color" you fixed recently. My code was saving it as nil when it had not been changed b...
- Thu Jul 09, 2020 4:47 pm
- Forum: Not a bug
- Topic: [0.18.35] Calling LuaInventory::set_bar() with nil argument causes error
- Replies: 2
- Views: 555
[0.18.35] Calling LuaInventory::set_bar() with nil argument causes error
System: Factorio 0.18.35 x64 PC Running Windows 10 What happened: Calling "LuaInventory::set_bar(nil)" generates the following error: Error while running event VehicleWagon2::on_tick (ID 0) 'bar': real number expected got nil. stack traceback: __Robot256Lib__/script/save_restore.lua:441: ...
- Thu Jun 04, 2020 5:20 pm
- Forum: 1 / 0 magic
- Topic: [0.18.29] Some electric substations not connecting to the near substations
- Replies: 7
- Views: 2134
Re: [0.18.29] Some electric substations not connecting to the near substations
Could be the connection number limit? I can't view your blueprint right now. Substations have a limit of 5 connections to other poles. If they are in a grid with three substations and two other poles are place nearby before the fourth substation, there will not be any connections left for the last s...
- Wed Jun 03, 2020 6:52 pm
- Forum: Gameplay Help
- Topic: Specific orders for construction robots
- Replies: 1
- Views: 854
Re: Specific orders for construction robots
You can't control robots by any means other than the spacing of the roboports and the contents of the logistic network. For example, you could have near your base a "repair depot" where trains pause inside the range of an isolated robot network. Then they wait for 5 seconds and for all con...
- Fri May 29, 2020 1:34 pm
- Forum: Modding discussion
- Topic: Re-opened: breaking change/fix: script.raise_event rework
- Replies: 26
- Views: 8251
Re: Re-opened: breaking change/fix: script.raise_event rework
Already released in 0.18.26 are the following new events and extra ways to automatically raise events: Added by_player to LuaEquipmentGrid::take, take_all, clear, and put. Function raises event automatically: on_player_placed_equipment - use by_player in LuaEquipmentGrid::take, take_all, clear, and...
- Tue May 26, 2020 4:19 am
- Forum: Modding help
- Topic: Using draw_sprite() to make shadow background under item icon
- Replies: 5
- Views: 1141
Re: Using draw_sprite() to make shadow background under item icon
I could not find such an image in the base game, so I assume it is dynamically generated. Is it not entity-info-dark-background.png under the core folder? So it is! I did not think to look in the "core" folder, only in the "base" folder. Makes sense, since "base" is a ...
- Fri May 22, 2020 3:09 am
- Forum: Modding help
- Topic: Using draw_sprite() to make shadow background under item icon
- Replies: 5
- Views: 1141
Re: Using draw_sprite() to make shadow background under item icon
I am working on the Vehicle Wagons mod, where car entities are "loaded" by flattened into a global data structure and storing a reference to the wagon they are loaded on, for later recreation when "unloaded". Because the same wagon sprite can be used for many different car entiti...
- Thu May 21, 2020 7:39 pm
- Forum: Not a bug
- Topic: [0.18.25] Peculiar Logistics Behaviour
- Replies: 7
- Views: 1461
Re: [0.18.25] Peculiar Logistics Behaviour
I don't think you can exclude buffer chests from network contents altogether, because half the users of network still have access to request them. What you really want is two numbers on every network contents list: quantity in storage+providers, and quantity in those plus buffers. Then you would hav...
- Thu May 21, 2020 12:57 pm
- Forum: Modding help
- Topic: Using draw_sprite() to make shadow background under item icon
- Replies: 5
- Views: 1141
Using draw_sprite() to make shadow background under item icon
I want to draw an icon in the same style as the cargo wagon contents in alt-mode. Right now, I use two steps to draw a background for contrast, then the item icon on top: rendering.draw_sprite{ sprite="virtual-signal.signal-black", x_scale=1.4, y_scale=1.4, render_layer="entity-info-i...
- Fri May 15, 2020 5:05 am
- Forum: Minor issues
- Topic: [0.18.15] Map icon hides train connection line
- Replies: 2
- Views: 1389
Re: [0.18.15] Map icon hides train connection line
I noticed the same thing, only with the train stop circle icons. I think the links are actually drawn under the carriage icons, and happen to end up under some other stuff too.
- Mon May 11, 2020 10:42 pm
- Forum: Modding discussion
- Topic: Re-opened: breaking change/fix: script.raise_event rework
- Replies: 26
- Views: 8251
Re: Re-opened: breaking change/fix: script.raise_event rework
Most of the ones using script_raised_ don't do anything else, so it does indeed look like it's a before/after split and just old mods not fully updated to raise the new events. Not sure this is what you mean, but in one case I call raise_event(script_raised_built) so that I can modify an entity bef...
- Sat Feb 01, 2020 5:32 pm
- Forum: Modding discussion
- Topic: Multiple (but not too much) calculations per tick
- Replies: 4
- Views: 1248
Re: Multiple (but not too much) calculations per tick
I can delete processed inserters from the global, but by the huge table it needs to much UPS. As darkfrei showed, the proper way to delete items from a table in Lua is with global.mytable[index]=nil You have to write your loops to use for index,value in pairs(global.mytable) or index,value = next(g...
- Wed Jan 22, 2020 5:53 pm
- Forum: Modding help
- Topic: How to move item from inventory to cursor?
- Replies: 10
- Views: 2698
- Wed Jan 22, 2020 3:30 pm
- Forum: Implemented mod requests
- Topic: Scripting the player inventory "hand" slot.
- Replies: 4
- Views: 1636
Re: Scripting the player inventory "hand" slot.
I would like to express my support for this interface request. It would be very helpful when trying to make a "re-usable capsule" and for other things. The topic came up again recently in this forum thread, which I found today because I have the same need.
- Wed Jan 22, 2020 3:26 pm
- Forum: Modding help
- Topic: How to move item from inventory to cursor?
- Replies: 10
- Views: 2698
Re: How to move item from inventory to cursor?
I'm just running into the same issue. I need to make a "reusable" capsule item, so I re-insert to the player's cursor stack after every use, but it loses its reserved slot in inventory. Another author's solution was to make the capsule stack-size=2, so that the second item in the stack res...