Oof. I added my 2 cents on the request though. Fingers crossed I guess.Sun Nov 11, 2018
Search found 253 matches
- Mon Sep 07, 2020 4:07 am
- Forum: Modding help
- Topic: Sprite Manipulation
- Replies: 2
- Views: 808
Re: Sprite Manipulation
- Mon Sep 07, 2020 4:05 am
- Forum: Modding interface requests
- Topic: Rotate image, mirror image
- Replies: 1
- Views: 1010
Re: Rotate image, mirror image
+1 on rotating image at least My use case is dynamically adjusting equipment in other mods without the need to know they exist. Specifically to allow for rotating equipment. Currently, my mod will just chop off the normal sprite unless the other mod supplies a rotated version of the sprite. Creating...
- Sat Sep 05, 2020 6:05 pm
- Forum: Modding help
- Topic: Sprite Manipulation
- Replies: 2
- Views: 808
Sprite Manipulation
I created a quick mod yesterday to rotate equipment dynamically . The main problem with this is the sprite for the equipment. From what I've found I can't manipulate the sprite before the game loads it. I'll use the battery as an example. The base sprite is 32x64. I want to rotate it so it is 64x32....
- Fri Aug 14, 2020 11:53 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 106312
Re: Friday Facts #360 - 1.0 is here!
Congratulations guys. I'm gonna miss the weekly updates a bit, but totally understandable to stop it now. Everything about Factorio has been outstanding, from the game itself, to the communication from Wube, the modding being so slick and easy to use (from a mod creator or user perspective), constan...
- Thu May 28, 2020 11:30 pm
- Forum: Not a bug
- Topic: [0.18.27] [Modding] Inconsistent Global Table Across Saves
- Replies: 3
- Views: 1332
Re: [0.18.27] [Modding] Inconsistent Global Table Across Saves
So, I was handling on_player_left_game. I was kicking the player out of controlling the avatar when that happens. But, that was never firing in this single player game, I'm only getting on_player_joined_game. Which I can handle repairing the reference there easily enough, just making sure that is as...
- Thu May 28, 2020 1:33 am
- Forum: Not a bug
- Topic: [0.18.27] [Modding] Inconsistent Global Table Across Saves
- Replies: 3
- Views: 1332
Re: [0.18.27] [Modding] Inconsistent Global Table Across Saves
Oooooooh, ok that makes sense then. Thanks!
- Wed May 27, 2020 2:57 am
- Forum: Not a bug
- Topic: [0.18.27] [Modding] Inconsistent Global Table Across Saves
- Replies: 3
- Views: 1332
[0.18.27] [Modding] Inconsistent Global Table Across Saves
So, to preface, I'm not even sure this is a bug, but I can't track down what is happening. I have 2 saves for my mod Avatars, one is a fresh save and one was a heavily modded save from a player who ran into some issues with a global table reference to an entity (a character copy entity called an ava...
- Wed Apr 01, 2020 5:36 pm
- Forum: Not a bug
- Topic: [0.18.17][Modding][Multiplayer] Runtime-per-user Settings Lagging Behind
- Replies: 2
- Views: 705
Re: [0.18.17][Modding][Multiplayer] Runtime-per-user Settings Lagging Behind
OK awesome, I assumed I would have to listen at both join and changed. Thanks
- Wed Apr 01, 2020 1:45 am
- Forum: Not a bug
- Topic: [0.18.17][Modding][Multiplayer] Runtime-per-user Settings Lagging Behind
- Replies: 2
- Views: 705
[0.18.17][Modding][Multiplayer] Runtime-per-user Settings Lagging Behind
I have a runtime-per-user setting that I want to read right when a player connects to a game. The scenario I'm at right now is when the host has the setting to false and the joining player has it set to true with the "Use different mod settings per save" turned off, so their setting will b...
- Sun Mar 08, 2020 7:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.0] Unknown key: "gui-migrated-content.change-mod-setting"
- Replies: 1
- Views: 1514
[0.18.0] Unknown key: "gui-migrated-content.change-mod-setting"
The changed mod setting migration header is missing from the English locale (a quick search looks like it is missing from all locales).
- Fri Mar 06, 2020 12:07 pm
- Forum: Not a bug
- Topic: [0.18.10][Modding] LuaSurface.find_non_colliding_position() Infinite Loop 0 Radius
- Replies: 3
- Views: 1217
Re: [0.18.10][Modding] LuaSurface.find_non_colliding_position() Infinite Loop 0 Radius
OK, maybe a warning in the docs then? I spent a good chunk of time thinking my code had an infinite loop.
- Fri Mar 06, 2020 3:24 am
- Forum: Not a bug
- Topic: [0.18.10][Modding] LuaSurface.find_non_colliding_position() Infinite Loop 0 Radius
- Replies: 3
- Views: 1217
Re: [0.18.10][Modding] LuaSurface.find_non_colliding_position() Infinite Loop 0 Radius
After some more poking around at this, it seems that the chunks aren't generated yet (this confused me, because teleporting the character still works, I assume because it forces the generate). By calling the below I was able to use infinite radius. surface.request_to_generate_chunks({0,0}, 1) surfac...
- Fri Mar 06, 2020 3:05 am
- Forum: Not a bug
- Topic: [0.18.10][Modding] LuaSurface.find_non_colliding_position() Infinite Loop 0 Radius
- Replies: 3
- Views: 1217
[0.18.10][Modding] LuaSurface.find_non_colliding_position() Infinite Loop 0 Radius
LuaSurface.find_non_colliding_position() with a 0 radius (which says it just searches intimately large) actually just loops infinitely. I made a small 10x10 empty surface and any time I ran it with 0 radius the game just hung and rapidly increased in memory. function breakFactorio() local surface = ...
- Fri Apr 19, 2019 1:22 pm
- Forum: Not a bug
- Topic: [0.17.32][Modding] LuaEntity.destroy() Returns True on Invalid Entity
- Replies: 2
- Views: 1038
Re: [0.17.32][Modding] LuaEntity.destroy() Returns True on Invalid Entity
Maybe the API docs need updated to reflect that then?
Because currently they say the following:
Because currently they say the following:
Return value
if the entity was actually destroyed.
- Fri Apr 19, 2019 4:11 am
- Forum: Not a bug
- Topic: [0.17.32][Modding] LuaEntity.destroy() Returns True on Invalid Entity
- Replies: 2
- Views: 1038
[0.17.32][Modding] LuaEntity.destroy() Returns True on Invalid Entity
I discovered this when teleporting a character across surfaces. The old character references are invalid, but calling .destroy() on them returns true.
I would expect it to fail for calling something on an invalid LuaEntity, or at least returning false.
I would expect it to fail for calling something on an invalid LuaEntity, or at least returning false.
- Mon Mar 04, 2019 11:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka][0.17.5][Lua Doc] LuaEquipmentGridPrototype Incorrect Description
- Replies: 1
- Views: 528
[Bilka][0.17.5][Lua Doc] LuaEquipmentGridPrototype Incorrect Description
The Lua doc for LuaEquipmentGridPrototype says "Prototype of a virtual signal."
- Mon Apr 23, 2018 10:47 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.36][Modding] LuaPlayer.opened Returns nil Incorrectly
- Replies: 4
- Views: 4090
Re: [Rseding91] [0.16.36][Modding] LuaPlayer.opened Returns nil Incorrectly
Ok, that's where I was confused I guess, LuaPlayer.opened returns defines.gui_type as well. Does that mean that there is overlap between these two, or is that possibly just outdated information in the lua-api?
- Mon Apr 23, 2018 12:14 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.36][Modding] LuaPlayer.opened Returns nil Incorrectly
- Replies: 4
- Views: 4090
[Rseding91] [0.16.36][Modding] LuaPlayer.opened Returns nil Incorrectly
LuaPlayer.opened is returning nil when the player has either the main inventory open or an armor's equipment grid open. The main inventory isn't that big of a deal, personally, since we have LuaPlayer.opened_self, but the equipment grid is a problem as there isn't another way to know if it's opened.
- Wed Jan 24, 2018 2:20 am
- Forum: Mod portal Discussion
- Topic: [Bug] Upload Failed - Version Conflict
- Replies: 0
- Views: 893
[Bug] Upload Failed - Version Conflict
I tried to upload the attached 0.4.9 version to my Avatars mod, and I got the below error from the mod portal. I'm not sure why I was getting this, but skipping 0.4.9 and going to 0.4.10 worked fine.
Release with that version already exists
- Mon Dec 18, 2017 12:31 am
- Forum: Modding interface requests
- Topic: Different Types of Artillery?
- Replies: 0
- Views: 599
Different Types of Artillery?
So, I had an idea, but I think it would require something in the background to become moddable. Basically, to have something like the artillery turrets, but not within the same pool used for firing (so it would have a different targeting that it would only fire on, and the base turrets wouldn't fire...