Search found 114 matches

by ZwerOxotnik
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: 758

[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 t...
by ZwerOxotnik
Sun Sep 26, 2021 2:41 pm
Forum: Mod portal Discussion
Topic: I can't update mods
Replies: 2
Views: 1239

I can't update mods

I can't update mods on https://mods.factorio.com
Is this a temporary issue?

Code: Select all

    Error: Unknown error (JS2).
    Error information: Error: Network Error
by ZwerOxotnik
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Forum: Outdated/Not implemented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: 1511

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 mo...
by ZwerOxotnik
Sun Aug 08, 2021 10:07 am
Forum: Modding help
Topic: I don't understand set_event_filter (1.1.35)
Replies: 3
Views: 1156

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
by ZwerOxotnik
Sat Jul 17, 2021 2:11 pm
Forum: Modding help
Topic: I don't understand set_event_filter (1.1.35)
Replies: 3
Views: 1156

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
by ZwerOxotnik
Fri Jul 16, 2021 1:18 pm
Forum: Modding help
Topic: I don't understand set_event_filter (1.1.35)
Replies: 3
Views: 1156

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.
by ZwerOxotnik
Sun May 09, 2021 8:47 am
Forum: Modding help
Topic: Some questions about "register_on_entity_destroyed"
Replies: 0
Views: 557

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 ...
by ZwerOxotnik
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: 729

Is it possible to change map mod settings during an event?

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.
I don't notice a way to change a setting in events by scripts.
by ZwerOxotnik
Wed Apr 07, 2021 4:36 pm
Forum: Modding help
Topic: Data linking between stages/layers
Replies: 11
Views: 2548

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 ...
by ZwerOxotnik
Tue Apr 06, 2021 8:03 pm
Forum: Modding help
Topic: Data linking between stages/layers
Replies: 11
Views: 2548

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's to...
by ZwerOxotnik
Tue Apr 06, 2021 11:57 am
Forum: Modding help
Topic: Data linking between stages/layers
Replies: 11
Views: 2548

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 a mod ...
by ZwerOxotnik
Tue Apr 06, 2021 6:24 am
Forum: Modding help
Topic: Data linking between stages/layers
Replies: 11
Views: 2548

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 da...
by ZwerOxotnik
Mon Apr 05, 2021 8:57 pm
Forum: Modding help
Topic: Dilemma of mod events
Replies: 2
Views: 977

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...
by ZwerOxotnik
Sun Apr 04, 2021 7:07 pm
Forum: Modding help
Topic: Data linking between stages/layers
Replies: 11
Views: 2548

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 have [con...
by ZwerOxotnik
Sun Apr 04, 2021 2:14 pm
Forum: Modding help
Topic: Data linking between stages/layers
Replies: 11
Views: 2548

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 might describe the topic more, however, I can't do it right now.
by ZwerOxotnik
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: 855

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 o...
by ZwerOxotnik
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: 855

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 ...
by ZwerOxotnik
Fri Apr 02, 2021 12:26 pm
Forum: Ideas and Requests For Mods
Topic: Yet another programmable microcontroller mod?
Replies: 3
Views: 1779

Yet another programmable microcontroller mod?

Shortly, you can extend/simplify circuit network using mods like MicroController , fCPU , FactorioScript , Moon Logic etc Examples of usage: https://forums.factorio.com/viewtopic.php?f=8&t=85141 And, I pondered, do you want yet another fast programmable microcontroller mod? I guess all of those ...

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