Search found 90 matches

by NiftyManiac
Wed Feb 08, 2017 8:24 pm
Forum: Modding interface requests
Topic: Indirect ghost destruction should trigger an event
Replies: 0
Views: 578

Indirect ghost destruction should trigger an event

When a ghost is destroyed via right-click, on_preplayer_mined_item is raised (but not on_player_mined_item, since there's no item stack). However, when a robot places an item (causing the ghost to be removed), or when a ghost disappears due to the player placing an overlapping item, no event contain...
by NiftyManiac
Sun Feb 05, 2017 9:44 pm
Forum: Mods
Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
Replies: 81
Views: 35877

Re: [MOD 0.13] Sticky notes - leave notes or signs on the map

Yeah, that'd be easiest. I've asked in a couple of places, no response yet.
by NiftyManiac
Sun Jan 29, 2017 10:20 pm
Forum: Modding help
Topic: Reviving ghosts that overlap seems to have odd behavior
Replies: 1
Views: 642

Reviving ghosts that overlap seems to have odd behavior

So, here's the situation. I have a blueprint with a normal entity and a special entity, located at the exact same position. The special entity is defined with collision_mask = {"not-colliding-with-itself"}, collision_box = {{0, 0}, {0, 0}}, If I place the blueprint on an empty area, ghosts...
by NiftyManiac
Sun Jan 29, 2017 7:17 pm
Forum: Mod portal Discussion
Topic: Transfer mod ownership
Replies: 5
Views: 2390

Transfer mod ownership

I'd like to take over ownership of the StickyNotes mod, having gotten permission from the author (viewtopic.php?f=92&t=30980&start=40). Would it be possible for the devs to transfer it to my account?
by NiftyManiac
Sun Jan 29, 2017 10:22 am
Forum: Mods
Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
Replies: 81
Views: 35877

Re: [MOD 0.13] Sticky notes - leave notes or signs on the map

I'll be publishing my version shortly, though I'm trying to figure out a way to migrate existing notes... If people wanted to use my version they'd need to remove the current mod, but that would mean losing all of their existing notes, since they're stored in a global mod-specific table. I don't sup...
by NiftyManiac
Thu Jan 26, 2017 8:33 pm
Forum: Mods
Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
Replies: 81
Views: 35877

Re: [MOD 0.13] Sticky notes - leave notes or signs on the map

I made some changes to the mod to allow inter-operation with blueprints and blueprint-string. It uses invisible constant combinators to store the data, and I've just got to fix graphics right now. (and migration) Would you like to integrate this? If not, may I distribute my own version? If you do wa...
by NiftyManiac
Thu Jan 26, 2017 8:14 pm
Forum: Modding help
Topic: Best way to add notes that can persist through blueprints
Replies: 4
Views: 1307

Re: Best way to add notes that can persist through blueprints

The bit-optimization I was thinking about is silly, I didn't realize I could just increase the item-slot-count of my constant combinator.

Seems to be working well so far, I'll publish it when I fix the graphics.
by NiftyManiac
Thu Jan 26, 2017 4:44 am
Forum: Modding help
Topic: Best way to add notes that can persist through blueprints
Replies: 4
Views: 1307

Re: Best way to add notes that can persist through blueprints

It's good. If you can come up with encoding\decoding algorithm. That's the easy part :) Though you don't need to actually encode the message, you can encode a simple unique id under which the message would be stored in global. table. True, but I'd also like to be able to use the blueprints between ...
by NiftyManiac
Wed Jan 25, 2017 6:31 pm
Forum: Modding help
Topic: Best way to add notes that can persist through blueprints
Replies: 4
Views: 1307

Best way to add notes that can persist through blueprints

StickyNotes is a great mod, but I really want to be able to annotate my combinators with notes, and have those notes persist through blueprint creation/deployment. Since StickyNotes uses a global table to link entities to notes, it cannot know where to put the notes when a blueprint is placed, since...
by NiftyManiac
Mon Aug 15, 2016 8:37 am
Forum: Mods
Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
Replies: 81
Views: 35877

[MOD 0.14] Sticky notes - leave notes or signs on the map

Infos Type: Mod Name: Sticky Notes Description: Build notes and add annotations to objects Tested with Factorio version: 0.14.21 Locale: English, French, Russian Multiplayer compatible: tested on a headless server. (Note: version 2.x hasn't yet been tested on multiplayer. Let me know if there are a...

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