I really recommend you introduce more intuition in api. This detail is annoying with nothing good in return.
Search found 152 matches
- Thu Dec 10, 2020 5:43 am
- Forum: Not a bug
- Topic: [1.1.5] rendering.draw_sprite time_to_live has to be at least 2
- Replies: 5
- Views: 1531
Re: [1.1.5] rendering.draw_sprite time_to_live has to be at least 2
- Wed Dec 09, 2020 5:47 am
- Forum: Not a bug
- Topic: [1.1.5] rendering.draw_sprite time_to_live has to be at least 2
- Replies: 5
- Views: 1531
Re: [1.1.5] rendering.draw_sprite time_to_live has to be at least 2
To be honest, I didn't expect this to be intentional. I'll say it's a bug in my tutorial. But it does work well except for this.
- Wed Dec 09, 2020 3:34 am
- Forum: Not a bug
- Topic: [1.1.5] rendering.draw_sprite time_to_live has to be at least 2
- Replies: 5
- Views: 1531
[1.1.5] rendering.draw_sprite time_to_live has to be at least 2
rendering.draw_sprite{..., time_to_live = 2} This works.
rendering.draw_sprite{..., time_to_live = 1} This doesn't.
rendering.draw_sprite{..., time_to_live = 1} This doesn't.
- Sat Dec 05, 2020 11:59 am
- Forum: Not a bug
- Topic: [1.1.5] Why you banned custom sprite?
- Replies: 3
- Views: 1253
Re: [1.1.5] Why you banned custom sprite?
Oh, my,,,, emmm. Yeah, it works. Thanks.eradicator wrote: Sat Dec 05, 2020 11:36 am The SpritePath for custom sprites is "name" not "sprite.name".
But to the Factorio staff, why not allow "sprite.name" as well?
- Sat Dec 05, 2020 11:32 am
- Forum: Not a bug
- Topic: [1.1.5] Why you banned custom sprite?
- Replies: 3
- Views: 1253
[1.1.5] Why you banned custom sprite?
I have no idea whether you know this detail.
In order to display a custom sprite in game, there seems a lot of methods which would work.
According to your docs, function rendering.draw_sprite needs a parameter named sprite . It's type is SpritePath. SpritePath accepts 2 forms, first is "type.name ...
In order to display a custom sprite in game, there seems a lot of methods which would work.
According to your docs, function rendering.draw_sprite needs a parameter named sprite . It's type is SpritePath. SpritePath accepts 2 forms, first is "type.name ...
- Fri Dec 04, 2020 1:19 pm
- Forum: Already exists
- Topic: Plz add a way to stop map gen algo from generating stones.
- Replies: 6
- Views: 2531
Re: Plz add a way to stop map gen algo from generating stones.
Thank you. I'll look into it tomorrow.
By the way, I planned to write a Factorio tool kit. Something like get_random_point("nauvis"). And already a branch of simple prototypes like projectile prototype without graphics. Or assemblers which don't consume power.
Any idea?
- Fri Dec 04, 2020 6:53 am
- Forum: Already exists
- Topic: Plz add a way to stop map gen algo from generating stones.
- Replies: 6
- Views: 2531
Re: Plz add a way to stop map gen algo from generating stones.
for _,rock in pairs(data.raw['simple-entity']) do
rock.autoplace = nil
end
Should remove all rocks, including those added by other mods, but when other mods are involved just be careful they don't actually use simple-entity with autoplace for stuff other than rocks.
Yeah, this is the reason ...
- Fri Dec 04, 2020 3:21 am
- Forum: Already exists
- Topic: Plz add a way to stop map gen algo from generating stones.
- Replies: 6
- Views: 2531
Re: Plz add a way to stop map gen algo from generating stones.
The code looks like it's for stone-ore, but what you're saying sounds like you're talking about those decorative stone-rock entities.
My code for now is something like
--Removing water
if event.x>-5 and event.x<5 and (-5<y<)
then surface.get_tile(...).name == "water" or "deepwater"
surface.set ...
- Thu Dec 03, 2020 2:02 pm
- Forum: Already exists
- Topic: Plz add a way to stop map gen algo from generating stones.
- Replies: 6
- Views: 2531
Plz add a way to stop map gen algo from generating stones.
stone = {
frequency = 1,
richness = 1,
size = 0}
I still see stones around.
Could you plz add fields to stop the auto map gen from generating water and stones. It helps when making way different game mode. For now, I have to gen a new surface as empty, and remove stones and water. Or I have to copy ...
frequency = 1,
richness = 1,
size = 0}
I still see stones around.
Could you plz add fields to stop the auto map gen from generating water and stones. It helps when making way different game mode. For now, I have to gen a new surface as empty, and remove stones and water. Or I have to copy ...
- Thu Dec 03, 2020 1:58 pm
- Forum: Not a bug
- Topic: [1.1.1] Fail to stop map gen from generating stones.
- Replies: 4
- Views: 1343
Re: [1.1.1] Fail to stop map gen from generating stones.
Oh,, I saw it. Thanks.ickputzdirwech wrote: Wed Dec 02, 2020 11:21 am You can’t move it yourself, only moderators can do that. You can however create a new topic in the appropriate subforum. „Modding help“ and „Modding interface requests“ are both in Modding Discussions
- Wed Dec 02, 2020 10:43 am
- Forum: Not a bug
- Topic: [1.1.1] Fail to stop map gen from generating stones.
- Replies: 4
- Views: 1343
Re: [1.1.1] Fail to stop map gen from generating stones.
Hi. A short question. How to move this thread to modding interface require? I can't find that page..Bilka wrote: Wed Dec 02, 2020 7:38 am The bug report subforum is not a replacement for the modding help subforum. Please do not post your modding help requests here.
- Wed Dec 02, 2020 6:31 am
- Forum: Won't fix.
- Topic: [1.1.1] The scale parameter in icon doesn't work?
- Replies: 2
- Views: 1295
Re: [1.1.1] The scale parameter in icon doesn't work?
It does, but has different behavior, than in sprite definitions.
If you don't specify it, scale will be inferred based on icon_size. For icon_size = 64, the inferred scale would be 0.5 (because internally the icons are expected to be 32x32px), so setting scale = 0.5 does nothing different.
Oh ...
- Wed Dec 02, 2020 3:13 am
- Forum: Won't fix.
- Topic: [1.1.1] The scale parameter in icon doesn't work?
- Replies: 2
- Views: 1295
[1.1.1] The scale parameter in icon doesn't work?
icons = {
{
icon = "some file name",
icon_size = 64,
tint = {r = 0.2,g= 0.8,b=0.2,a=1}
},
{
icon ="some file name",
icon_size = 64,
scale = 0.5, ------------this 0.5 behave the same as 1, according to my eyesight.
},
} ,
I have to assign it to 0.3 to actually make it a little bit smaller ...
{
icon = "some file name",
icon_size = 64,
tint = {r = 0.2,g= 0.8,b=0.2,a=1}
},
{
icon ="some file name",
icon_size = 64,
scale = 0.5, ------------this 0.5 behave the same as 1, according to my eyesight.
},
} ,
I have to assign it to 0.3 to actually make it a little bit smaller ...
- Wed Dec 02, 2020 2:51 am
- Forum: Modding interface requests
- Topic: New controller
- Replies: 6
- Views: 1746
Re: New controller
But, in this way, it is possible to keep more ui as what we see in general cases?
Overlapping guis are always difficult. Making the cam not full-screen but a bit smaller might work.
I have to combine a character entity with a god mod controller in code.
It's just that from my experience ...
- Wed Dec 02, 2020 2:46 am
- Forum: Not a bug
- Topic: [1.1.1] Fail to stop map gen from generating stones.
- Replies: 4
- Views: 1343
[1.1.1] Fail to stop map gen from generating stones.
stone = {
frequency = 1,
richness = 1,
size = 0}
I still see stones around.
And could you plz add a field to stop the auto map gen from generating water. It helps when making way different game mode. For now, I have to gen a new surface as empty, and remove stones and water.
frequency = 1,
richness = 1,
size = 0}
I still see stones around.
And could you plz add a field to stop the auto map gen from generating water. It helps when making way different game mode. For now, I have to gen a new surface as empty, and remove stones and water.
- Tue Dec 01, 2020 2:15 am
- Forum: Modding interface requests
- Topic: New controller
- Replies: 6
- Views: 1746
Re: New controller
In the mean time you could also try using a full-screen camera gui element with the default controller.
But, in this way, it is possible to keep more ui as what we see in general cases?
My plan is that a god mod controller, a separated character entity, and they work together via lua. But I ...
- Mon Nov 30, 2020 5:59 am
- Forum: Modding interface requests
- Topic: New controller
- Replies: 6
- Views: 1746
Re: New controller
Thanks. If this feature finally added, it would probably help with the bullet-hell-game mode for the modders.
- Mon Nov 30, 2020 2:43 am
- Forum: Not a bug
- Topic: [1.1.1] Error info doesn't provide useful info when I create "grenade" entity.
- Replies: 5
- Views: 1508
Re: [1.1.1] Error info doesn't provide useful info when I create "grenade" entity.
Thank you for helping. Here's the final result.
local simple_grenade =
{
acceleration = 0.005,
action = {
{
action_delivery = {
target_effects = {
{
damage = {
amount = 35,
type = "explosion"
},
type = "damage"
},
},
type = "instant"
},
radius = 6.5,
type = "area"
}
},
name ...
local simple_grenade =
{
acceleration = 0.005,
action = {
{
action_delivery = {
target_effects = {
{
damage = {
amount = 35,
type = "explosion"
},
type = "damage"
},
},
type = "instant"
},
radius = 6.5,
type = "area"
}
},
name ...
- Sun Nov 29, 2020 1:21 pm
- Forum: Not a bug
- Topic: [1.1.1] Error info doesn't provide useful info when I create "grenade" entity.
- Replies: 5
- Views: 1508
Re: [1.1.1] Error info doesn't provide useful info when I create "grenade" entity.
If I write
game.players[1].surface.create_entity{name = "grenade", position = {0,0}, target=game.players[1]}
inside my code, I get an error info. It says that the speed is not in ROOT. But what is the speed? surface.create_entity function doesn't receive a parameter named speed. Does it have ...
- Sun Nov 29, 2020 1:19 pm
- Forum: Not a bug
- Topic: [1.1.1] Error info doesn't provide useful info when I create "grenade" entity.
- Replies: 5
- Views: 1508
Re: [1.1.1] Error info doesn't provide useful info when I create "grenade" entity.
If I write
game.players[1].surface.create_entity{name = "grenade", position = {0,0}, target=game.players[1]}
inside my code, I get an error info. It says that the speed is not in ROOT. But what is the speed? surface.create_entity function doesn't receive a parameter named speed. Does it have ...