Search found 607 matches

by robot256
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...
by robot256
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!
by robot256
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.
by robot256
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.
by robot256
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.
by robot256
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...
by robot256
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: ...
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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 ...
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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.
by robot256
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...
by robot256
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...
by robot256
Wed Jan 22, 2020 5:53 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?

eradicator wrote: Off topic, so minimal answer: Capsule prototype supports "uses_stack = false" for infinite stacks. See Tapeline.
Brilliant! I was scouring the documentation for a list of flags that might include something like that but hadn't found it yet.
by robot256
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.
by robot256
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...

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