Search found 115 matches
- Mon Dec 13, 2021 9:01 pm
- Forum: Modding help
- Topic: [1.1.49][not a bug] "runtime-per-user" ignores some properties
- Replies: 2
- Views: 1019
Re: [1.1.49] "runtime-per-user" ignores some properties
Thank you for response, I overlooked things somehow.
- Mon Dec 13, 2021 8:02 pm
- Forum: Modding help
- Topic: [1.1.49][not a bug] "runtime-per-user" ignores some properties
- Replies: 2
- Views: 1019
[1.1.49][not a bug] "runtime-per-user" ignores some properties
data.lua
data:extend({
{type = "int-setting", name = "Example-1", setting_type = "runtime-per-user", default_value = 6, minimal_value = 1, maximal_value = 40}
})
Expected:
minimal value is 1
maximal value is 40
Steps to reproduce:
Load the game with new setting
Change the ...
data:extend({
{type = "int-setting", name = "Example-1", setting_type = "runtime-per-user", default_value = 6, minimal_value = 1, maximal_value = 40}
})
Expected:
minimal value is 1
maximal value is 40
Steps to reproduce:
Load the game with new setting
Change the ...
- Sun Sep 26, 2021 2:41 pm
- Forum: Mod portal Discussion
- Topic: I can't update mods
- Replies: 2
- Views: 1652
I can't update mods
I can't update mods on https://mods.factorio.com
Is this a temporary issue?
Is this a temporary issue?
Code: Select all
Error: Unknown error (JS2).
Error information: Error: Network Error
- Mon Aug 23, 2021 1:13 pm
- Forum: Outdated/Not implemented
- Topic: Add expire time for items on ground to despawn them
- Replies: 1
- Views: 2399
Add expire time for items on ground to despawn them
TL;DR
Add expire time for items on ground to despawn them.
What ?
Add expire_time for "item-on-ground"
https://wiki.factorio.com/Prototype/ItemEntity
I don't want to affect items on belts etc though.
Why ?
Some mods add so much loot that players don't pick them up. It piles up more and more ...
Add expire time for items on ground to despawn them.
What ?
Add expire_time for "item-on-ground"
https://wiki.factorio.com/Prototype/ItemEntity
I don't want to affect items on belts etc though.
Why ?
Some mods add so much loot that players don't pick them up. It piles up more and more ...
- Sun Aug 08, 2021 10:07 am
- Forum: Modding help
- Topic: I don't understand set_event_filter (1.1.35)
- Replies: 3
- Views: 1511
Re: I don't understand set_event_filter (1.1.37)
I tried it again on 1.1.37 and it seems works fine except script.get_event_filter shows nil
- Sat Jul 17, 2021 2:11 pm
- Forum: Modding help
- Topic: I don't understand set_event_filter (1.1.35)
- Replies: 3
- Views: 1511
Re: I don't understand set_event_filter (1.1.35)
Yes, events works fine, but I don't see/notice any filters and their effects
- Fri Jul 16, 2021 1:18 pm
- Forum: Modding help
- Topic: I don't understand set_event_filter (1.1.35)
- Replies: 3
- Views: 1511
I don't understand set_event_filter (1.1.35)
https://lua-api.factorio.com/1.1.35/Lua ... ent_filter
First off, I don't know understand where it should be. I ask this because I don't get any results except via console.
First off, I don't know understand where it should be. I ask this because I don't get any results except via console.
- Tue Jul 13, 2021 12:39 pm
- Forum: Ideas and Requests For Mods
- Topic: [idea/art request] looking for support with a magic mod
- Replies: 3
- Views: 2034
Re: [idea/art request] looking for support with a magic mod
Is there any news?
- Sun May 09, 2021 8:47 am
- Forum: Modding help
- Topic: Some questions about "register_on_entity_destroyed"
- Replies: 0
- Views: 702
Some questions about "register_on_entity_destroyed"
Is this okay and safe to use register_on_entity_destroyed with "text" entity instead of on_nth_tick in some cases? Although, it can be too "dirty"...
For instance: a script would change 3 times certain UIs/entities after each ~180 Nth tick or even change it after ~180, 480, 3600 Nth tick.
Or for ...
For instance: a script would change 3 times certain UIs/entities after each ~180 Nth tick or even change it after ~180, 480, 3600 Nth tick.
Or for ...
- Wed Apr 14, 2021 1:25 pm
- Forum: Modding help
- Topic: Is it possible to change map mod settings during an event?
- Replies: 2
- Views: 1002
- Wed Apr 14, 2021 11:54 am
- Forum: Modding help
- Topic: Is it possible to change map mod settings during an event?
- Replies: 2
- Views: 1002
Is it possible to change map mod settings during an event?
I don't notice a way to change a setting in events by scripts.https://lua-api.factorio.com/1.1.30/events.html#on_runtime_mod_setting_changed wrote: player_index :: uint (optional): The player who changed the setting or nil if changed by script.
- Wed Apr 07, 2021 4:36 pm
- Forum: Modding help
- Topic: Data linking between stages/layers
- Replies: 11
- Views: 3497
Re: Data linking between stages/layers
So, probably, nothing will be here for a long time.
Although , I got an idea and found a target for experiments. There's a game called as " Node Wizardry " and I like customization a lot. If I'll be still inspired and productive, perhaps, I'll make a similar and simpler realization of the concept ...
Although , I got an idea and found a target for experiments. There's a game called as " Node Wizardry " and I like customization a lot. If I'll be still inspired and productive, perhaps, I'll make a similar and simpler realization of the concept ...
- Tue Apr 06, 2021 8:03 pm
- Forum: Modding help
- Topic: Data linking between stages/layers
- Replies: 11
- Views: 3497
Re: Data linking between stages/layers
... you seem to already understand the topic quite well. ...
Nope, I'm still wandering around, and I feel like I'm not familiar with similar situations fully and other variants of solutions.
It's monotonous to guess where I can find examples and only a few people make such things.
Probably, it ...
- Tue Apr 06, 2021 11:57 am
- Forum: Modding help
- Topic: Data linking between stages/layers
- Replies: 11
- Views: 3497
Re: Data linking between stages/layers
Perhaps something like this would work in your case as well?
Yes
It may seem that I'm beating around the bush, however, what if a mod use such a way globally rather than for concrete cases?
And, perhaps, something can be implemented to organize such concept better...
Also, about settings. If ...
- Tue Apr 06, 2021 6:24 am
- Forum: Modding help
- Topic: Data linking between stages/layers
- Replies: 11
- Views: 3497
Re: Data linking between stages/layers
Um, I seem to have confused people.
"Another" example, a mod has settings.lua, settings-final-fixes.lua, data.lua, control.lua and... cross_data.lua
And I'll just put in the cross_data.lua a table with keys as names like this:
return {
setting_name1 = {is_important = true}, -- and other data ...
"Another" example, a mod has settings.lua, settings-final-fixes.lua, data.lua, control.lua and... cross_data.lua
And I'll just put in the cross_data.lua a table with keys as names like this:
return {
setting_name1 = {is_important = true}, -- and other data ...
- Mon Apr 05, 2021 8:57 pm
- Forum: Modding help
- Topic: Dilemma of mod events
- Replies: 2
- Views: 1314
Dilemma of mod events
There's a mod and I want to separate its functionality on ~2 mods with mod event compatibility. However, I noticed that they can be both optional to each other actually. So, it doesn't matter where the events will be between the 2 mods, because it's either breaks compatibility of mod events or makes ...
- Sun Apr 04, 2021 7:07 pm
- Forum: Modding help
- Topic: Data linking between stages/layers
- Replies: 11
- Views: 3497
Re: Data linking between stages/layers
As far as I know, LuaRemote exists only in the control stage (once you're in a newly created or loaded game).
It's possible to make some things before loaded game: gist
But it seems you're interested in tracking changes during the data stage -- is that correct?
No, not really. Imagine you ...
- Sun Apr 04, 2021 2:14 pm
- Forum: Modding help
- Topic: Data linking between stages/layers
- Replies: 11
- Views: 3497
Data linking between stages/layers
I want to find/see who and how uses data linking between stages/layers in Factorio. (Currently, I'm not interested in LuaRemote)
I know a few cases of it and I don't seem to notice other uses...
I know a few cases of it and I don't seem to notice other uses...
I might describe the topic more, however, I can't do it right now.
- Sat Apr 03, 2021 12:19 pm
- Forum: Modding help
- Topic: How I can see that my mod was already registered before control.lua runtime etc?
- Replies: 2
- Views: 1114
Re: How I can see that my mod was already registered before control.lua runtime etc?
The mod will always call one of those 3, and for your case, you can use on_load to resetup the conditional event handlers
Aha, It simplifies a lot. And, apparently, I "erased" my memory of it before.
Dynamically registering and unregistering events is a dangerous game, and I do not know of ...
- Sat Apr 03, 2021 8:33 am
- Forum: Modding help
- Topic: How I can see that my mod was already registered before control.lua runtime etc?
- Replies: 2
- Views: 1114
How I can see that my mod was already registered before control.lua runtime etc?
I want to know more about the state of a mod before any call of defined.events in order to sync variables/events.
on_init, on_load, on_configuration_changed from LuaBootstrap works if the mod isn't registered to the save file yet, or it's another version of the mod.
However, in other cases, I don't ...
on_init, on_load, on_configuration_changed from LuaBootstrap works if the mod isn't registered to the save file yet, or it's another version of the mod.
However, in other cases, I don't ...