Search found 344 matches
- Wed May 29, 2019 3:46 pm
- Forum: Modding discussion
- Topic: Remove elements [1] vs remove elements [#elements]
- Replies: 8
- Views: 2272
Re: Remove elements [1] vs remove elements [#elements]
The case darkfrei is asking about is a prime example of when NOT to use table.remove(): it is not needed, it is slower than setting the element to nil (significantly so on large tables, which triggered him to post here) and it is used in on_tick. There is no shared data at all during the control sta...
- Wed May 29, 2019 7:55 am
- Forum: Logistic Train Network
- Topic: LTN Filter Setting for Inserters
- Replies: 3
- Views: 1802
Re: LTN Filter Setting for Inserters
In that case you have to provide a screenshot or blueprint or save file for anyone to be able to figure out what is wrong. Setting inserter filters works perfectly fine for me.
- Wed May 29, 2019 6:34 am
- Forum: Modding discussion
- Topic: Remove elements [1] vs remove elements [#elements]
- Replies: 8
- Views: 2272
Re: Remove elements [1] vs remove elements [#elements]
I'm using only one element per game tick and the order is not important. But on the next tick I need the next element and it must be some function get_first_element (elements) for i, element in pairs (elements) do local holder = table.deepcopy (element) elements[i] = nil return holder end end You d...
- Tue May 28, 2019 7:11 pm
- Forum: Railway Setups
- Topic: Share your train gifs / videos
- Replies: 2
- Views: 2995
Share your train gifs / videos
I really enjoy watching trains zip around in map view. Anyone willing to share gifs/videos of that? Below are 3:30 minutes of my trains doing some heavy-lifting (at 7x speed, so the gif is only 30s long).
- Tue May 28, 2019 6:21 pm
- Forum: Logistic Train Network
- Topic: LTN Filter Setting for Inserters
- Replies: 3
- Views: 1802
Re: LTN Filter Setting for Inserters
The LTN-Station output combinator shows the cargo the stopped train should have when it leaves the station. For a provider, that is the shipment. For a requester it is usually nothing. That is why you need to use both the output combinator, the station itself and an arithmetic combinator. Have a loo...
- Tue May 28, 2019 3:58 pm
- Forum: Modding help
- Topic: [solved] [0.17.43] basegame item edit - change armor grid module slot size
- Replies: 10
- Views: 3121
Re: [solved] [0.17.43] basegame item edit - change armor grid module slot size
It's the same as data.raw["movement-bonus-equipment"]["exoskeleton-equipment"].shape={width = 2, height = 4} Yes, in this case. But your version will set all other properties stored in 'shape' to nil, while mine leaves them intact. It is safer to just overwrite the properties yo...
- Tue May 28, 2019 2:39 pm
- Forum: Modding help
- Topic: [solved] [0.17.43] basegame item edit - change armor grid module slot size
- Replies: 10
- Views: 3121
Re: [solved] [0.17.43] basegame item edit - change armor grid module slot size
Only data.lua / data-updates.lua / data-final-fixes.lua run automatically during the data stage. To run any other file (like your equipment.lua), you need to tell Factorio's Lua engine to run it. That is done with -- in data.lua -- assuming you have equipment.lua in /my_mod_x.y.z/prototypes/ require...
- Tue May 28, 2019 12:15 pm
- Forum: Modding help
- Topic: [solved] [0.17.43] coding - find all surfaces with players on it
- Replies: 27
- Views: 4977
Re: [0.17.43] Question - coding - find all surfaces with players on it
Those that need help and ask for it owe an explanation of what the mod does to those that have the knowledge and skill to help you. Trying to make us work for you without revealing the purpose is a cruel joke you play on us, the community. Some have fallen in your trap because they are very good pe...
- Tue May 28, 2019 8:02 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.43] Train without schedule is in path_lost/no_path state
- Replies: 1
- Views: 1658
[kovarex] [0.17.43] Train without schedule is in path_lost/no_path state
Trains without schedule in automatic mode have a state of no_path instead of no_schedule. Additionally, they switch to path_lost and back to no_schedule every 128 ticks (identical to #69772 ). You can use the same save and procedure as in my report #69772 . Just remove the only entry from the train'...
- Tue May 28, 2019 7:14 am
- Forum: Modding help
- Topic: [solved] [0.17.43] basegame item edit - change armor grid module slot size
- Replies: 10
- Views: 3121
Re: [0.17.43] basegame item edit - change armor grid module slot size
Setting the shape for the item does not do anything. Only the equipment prototype has a shape property: data.raw["movement-bonus-equipment"]["exoskeleton-equipment"].shape.width = 6 data.raw["movement-bonus-equipment"]["exoskeleton-equipment"].shape.height = 6...
- Mon May 27, 2019 3:41 pm
- Forum: Modding help
- Topic: [solved] [0.17.43] coding - find all surfaces with players on it
- Replies: 27
- Views: 4977
Re: [0.17.43] Question - coding - find all surfaces with players on it
Select the target player in whichever way you like and check the vehicle property of the player.
- Mon May 27, 2019 10:36 am
- Forum: Modding discussion
- Topic: Remove elements [1] vs remove elements [#elements]
- Replies: 8
- Views: 2272
Re: Remove elements [1] vs remove elements [#elements]
table.remove is used to remove an entry from an array-like table without leaving a gap. t = {'a', 'b', 'c', 'd'} -- same as {[1] = 'a', [2] = 'b', ...} table.remove(t, 1) -- removes 'a' and moves every following entry down by one for k, v in pairs(t) do game.print(k .. '=' .. v) end -- prints 1=b, 2...
- Sat May 25, 2019 6:09 pm
- Forum: Modding help
- Topic: [solved] [0.17.43] coding - find all surfaces with players on it
- Replies: 27
- Views: 4977
Re: [0.17.43] Question - coding - find all surfaces with players on it
Use pairs() unstead if ipairs(). Why? See https://lua-api.factorio.com/latest/LuaCustomTable.html and https://lua-api.factorio.com/latest/Libraries.html for _, surface in pairs(game.surfaces) do if surface.find_entities_filtered{force = "player", type="character"} then game.playe...
- Fri May 24, 2019 4:06 pm
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 99249
Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Will be fixed in 0.1.10. I thought I had uploaded it yesterday, but apparently messed up. I will try again when I am home
- Fri May 24, 2019 1:33 pm
- Forum: Modding help
- Topic: Request: Upgrade of Smart Display Mod to 0.17
- Replies: 18
- Views: 2608
Re: Request: Upgrade of Smart Display Mod to 0.17
This version loads, but I can't promise it will work properly.
- Thu May 23, 2019 7:51 pm
- Forum: Modding help
- Topic: Request: Upgrade of Smart Display Mod to 0.17
- Replies: 18
- Views: 2608
Re: Request: Upgrade of Smart Display Mod to 0.17
You must have missed one "width = 0".
- Thu May 23, 2019 6:58 pm
- Forum: Modding help
- Topic: Request: Upgrade of Smart Display Mod to 0.17
- Replies: 18
- Views: 2608
Re: Request: Upgrade of Smart Display Mod to 0.17
A bit more complicated. In prototypes/display.lua find if invisible then -- invisible.additional_pastable_entities = {"smart-display"} invisible.minable.result = "smart-display-visible" invisible.picture_off.filename = "__SmartDisplayRedux_Fixed__/graphics/empty.png" in...
- Thu May 23, 2019 5:36 pm
- Forum: Modding help
- Topic: Request: Upgrade of Smart Display Mod to 0.17
- Replies: 18
- Views: 2608
Re: Request: Upgrade of Smart Display Mod to 0.17
That's a 0.17 classic Delete every line that says
Code: Select all
flags = {"goes-to-quickbar"}
- Thu May 23, 2019 4:21 pm
- Forum: Modding help
- Topic: Request: Upgrade of Smart Display Mod to 0.17
- Replies: 18
- Views: 2608
Re: Request: Upgrade of Smart Display Mod to 0.17
Sprite width and height can no longer be zero in 0.17. You need to replace all instances of "height = 0" and "width = 0" with "height = 1" and "width = 1".
- Thu May 23, 2019 2:37 pm
- Forum: Modding help
- Topic: Request: Upgrade of Smart Display Mod to 0.17
- Replies: 18
- Views: 2608
Re: Request: Upgrade of Smart Display Mod to 0.17
You are need to find and replace "textfield_style" to "textfield" That is not correct, you need to replace every instance of "textfield_style" with "textbox_style": type = "textbox_style" -- good type = "textfield_style" --bad There were a...