Search found 321 matches

by Stringweasel
Fri Jan 19, 2024 3:09 pm
Forum: Documentation Improvement Requests
Topic: More information on game.set_game_state
Replies: 1
Views: 282

Re: More information on game.set_game_state

Added note about this function only triggering the "Game Finished" screen the first time it's called, unless...
by Stringweasel
Tue Jan 16, 2024 7:16 pm
Forum: Mod portal Discussion
Topic: Mod Portal Feature Request: show dependency graph
Replies: 8
Views: 1301

Re: Mod Portal Feature Request: show dependency graph

+1 To be able to see on the mod portal all mods that (optionally) depend on a mod. Even if it's only visible to the mod authors. A simple list of mods is fine. And maybe it's easiest if it only checks the latest version of said mods. My use case is that there are a few reports of players installing ...
by Stringweasel
Mon Jan 15, 2024 1:33 pm
Forum: Mods
Topic: [Mod 1.1] Memory cards - physical signal storage
Replies: 11
Views: 845

Re: [Mod 1.1] Memory cards - physical signal storage

I love the graphic for the Signal Writer! Very innovative way of using existing sprites. https://assets-mod.factorio.com/assets/2e2e6d2d4a0b8e06927fb9847dc1861e402eb61d.png What the main use case for this mod in your opinion? Maybe having multiple desinations for SE spaceships without having to to b...
by Stringweasel
Sat Jan 13, 2024 7:53 am
Forum: Modding help
Topic: Help dividing entity stats based on existing entity stats
Replies: 9
Views: 707

Re: Help dividing entity stats based on existing entity stats

If you look at the actual data you're trying to use it's not really a number but a string "90kW". You van find it here , or in your game files. So you need to convert it. Luckily Factoeio provides a tool to do this. Remember, you'll to convert it back again local stone_furnace_power = ... ...
by Stringweasel
Thu Jan 11, 2024 3:18 pm
Forum: Documentation Improvement Requests
Topic: More information on game.set_game_state
Replies: 1
Views: 282

More information on game.set_game_state

https://lua-api.factorio.com/latest/classes/LuaGameScript.html#set_game_state There is very limited information about this command in the docs, and I thought it might be useful to add some after creating Better Victory Screen . I would propose something like: game_finished: Triggers the "Game F...
by Stringweasel
Wed Jan 10, 2024 4:52 pm
Forum: Ideas and Suggestions
Topic: QoL request: Train Station Labels
Replies: 3
Views: 436

Re: QoL request: Train Station Labels

Could be cool if the name was shown in the tooltip
by Stringweasel
Tue Jan 09, 2024 7:03 am
Forum: Modding discussion
Topic: Best practices for setting player speed?
Replies: 2
Views: 327

Re: Best practices for setting player speed?

Hello! Not sure about the running_speed_modifier. Might be if other mods might change it after you do. A trick you can use is to add an invisible sticker to the character. Similar to what slow-down capsules do, except to increase speed. The tricky part is managing it though. Is it automatically crea...
by Stringweasel
Fri Jan 05, 2024 12:33 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 133
Views: 25356

Re: Friday Facts #392 - Parametrised blueprints

Can't wait to use this in bot-malls and train stations! I do have two questions though: What happens when you specify 3 parameterized ingredients, but the recipe only has two? My hope would be that the third is silently ignored. Can you please turn the tiny checkmark button into a big "Confirm&...
by Stringweasel
Wed Dec 13, 2023 10:53 am
Forum: Modding interface requests
Topic: Exclude entity from mining productivity
Replies: 7
Views: 814

Re: Exclude entity from mining productivity

I was looking into this for Biter Power as well where I didn't want the Egg Extractors to be affected by mining productivity. I left it be though, because thematically it still works in my case, it just made scaling the "mining rate" harder. If possible I would still change it back to a fl...
by Stringweasel
Wed Dec 06, 2023 2:27 pm
Forum: Ideas and Suggestions
Topic: Better victory GUI
Replies: 8
Views: 2366

Re: Better victory GUI

I made a mod to implement some an example victory screen with more focus on automation and some interesting information. I think it came out quite nicely :)

Image
by Stringweasel
Wed Dec 06, 2023 10:08 am
Forum: Documentation Improvement Requests
Topic: on_player_placed_equipment does not equipment is inserted by script
Replies: 5
Views: 592

Re: on_player_placed_equipment does not equipment is inserted by script

A note that might fit the context better is:
Note: To catch all possible interactions with an equipment grid use on_equipment_inserted.
by Stringweasel
Wed Dec 06, 2023 9:15 am
Forum: Documentation Improvement Requests
Topic: on_player_placed_equipment does not equipment is inserted by script
Replies: 5
Views: 592

Re: on_player_placed_equipment does not equipment is inserted by script

I understand and agree that it should be evident by the name that it doesn't support scripted events. And adding a note just for this little instance is a gray area at best if it's needed or not. If this won't be added that's completely fine. It depends on the goal of the docs, and how much clutter ...
by Stringweasel
Tue Dec 05, 2023 1:41 pm
Forum: Documentation Improvement Requests
Topic: on_player_placed_equipment does not equipment is inserted by script
Replies: 5
Views: 592

on_player_placed_equipment does not equipment is inserted by script

Some modders might use on_player_placed_equipment as the catch-all event to keep track of equipment changes. However, this might be misleading because it does not handle cases where equipment is changed through script, which is not explicitly mentioned in the docs. Modders might also be more incline...
by Stringweasel
Sat Nov 18, 2023 8:22 am
Forum: Ideas and Suggestions
Topic: [SA] Turret modes and defensive designs
Replies: 2
Views: 377

Re: Idea for factorio space expansion: Turret modes and defensive designs

It's likely that Space Age's turret will be similar to Space Exploration where only astroids that will hit your ship (or get close) will be targetted. Turret zones would be useful though to not let all turrets fire at the same astroid, and ignore others. But the effect of this will be small I think,...
by Stringweasel
Sat Nov 11, 2023 6:25 pm
Forum: Fixed for 2.0
Topic: [1.1.94] Custom rail map colour doesn't work
Replies: 3
Views: 596

Re: [1.1.94] Custom rail map colour doesn't work

Ah yes, that does work. But unfortunately that of course changes all rail colours regardless of prototype.

Guess this is more of a Modding Request then to allow the rail prototype to specify the map colour :)
by Stringweasel
Sat Nov 11, 2023 1:12 pm
Forum: Fixed for 2.0
Topic: [1.1.94] Custom rail map colour doesn't work
Replies: 3
Views: 596

[1.1.94] Custom rail map colour doesn't work

What The custom map colour for a rail (straight or curved) is ignored. Expected behaviour That the map colour of a rail will change if I set the map_colour in the prototype Reproduction steps Place this in data.lua local red = {1, 0, 0, 1} data.raw["straight-rail"]["straight-rail&quo...
by Stringweasel
Thu Nov 09, 2023 1:33 pm
Forum: Releases
Topic: Version 1.1.95
Replies: 8
Views: 6981

As a programmer myself I'm curious what exactly you mean here. I understand the part that different platforms do floating point operations differently, and they might have different results. And because Factorio is deterministic it's very important that all calculations always result in exactly the...

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