Search found 27 matches

by Theis
Thu Sep 07, 2023 1:22 pm
Forum: Resolved Requests
Topic: Server_save
Replies: 1
Views: 432

Server_save

The description of game.server_save does not make it obvious that it only works in multiplayer mode. Or more specifically that it does nothing in singleplayer mode.
by Theis
Wed Sep 06, 2023 11:53 am
Forum: Minor issues
Topic: [1.1.89] Handcrafting some recipes takes 1 additional tick
Replies: 3
Views: 882

Re: [1.1.89] Handcrafting some recipes takes 1 additional tick

Treating this as a minor issue is fair. As it doesn't interfere with general gameplay and is really just an inaccuracy. That said, i do still believe it is relevant to get it fixed. For normal gameplay this issue doesn't matter that much. However it is relevant for some modded configurations, for sp...
by Theis
Thu Aug 24, 2023 11:11 am
Forum: Minor issues
Topic: [1.1.89] Handcrafting some recipes takes 1 additional tick
Replies: 3
Views: 882

[1.1.89] Handcrafting some recipes takes 1 additional tick

Brief Crafting recipes, with the character, such as iron-gear-wheel or transport-belt takes 31 ticks instead of 30 ticks. While recipes such firearm-magazine or underground-transport-belt take the expected 60 ticks. Where? This issue seem to be reserved to crafting with the character (handcrafting)...
by Theis
Tue Apr 25, 2023 1:15 pm
Forum: Modding interface requests
Topic: expose autosave interval
Replies: 3
Views: 757

Re: expose autosave interval

https://lua-api.factorio.com/latest/Lua ... ve_enabled is read/write.
So couldn't you just disable it while your mod is active?
Effectively forcing the user of your mod to use your custom timer.
by Theis
Mon Apr 03, 2023 3:53 am
Forum: Modding interface requests
Topic: On_research_queued event
Replies: 5
Views: 1002

Re: On_research_queued event

I can try pulling the research queue, the next time I look at the mod.
on_research_finished and on_research_started doesn't really work for me. As that would mean the research tasks are added to the task list on a nearly random point.
by Theis
Sat Apr 01, 2023 8:33 am
Forum: Modding interface requests
Topic: Extend on_player_fast_transferred with item dropped (Z)
Replies: 1
Views: 505

Extend on_player_fast_transferred with item dropped (Z)

Dropping items on entities doesn't trigger any events There is a fairly specific handling of dropping items on entities where only one item is fast-transferred. However neither on_player_fast_transferred or on_player_dropped_item triggers when this happens. Change event fast-transferred I would pre...
by Theis
Sat Apr 01, 2023 7:47 am
Forum: Modding interface requests
Topic: On_research_queued event
Replies: 5
Views: 1002

Re: On_research_queued event

I don't particularly care about dequeued technologies, since cancelling research is easily done by going back in time and just not queuing it. But i can see why it would matter for other uses :) on_research_queue_changed would need to have an indicator of the index and if the item was queued or dequ...
by Theis
Thu Mar 30, 2023 10:00 pm
Forum: Modding interface requests
Topic: Add a local_save equivalent
Replies: 4
Views: 891

Re: Add a local_save equivalent

I can use 'game.auto_save(name)' to save the game locally on demand as a workaround, but it prepends the name with '_autosave-'. The autosave is also marked as an autosave , which means it can only be overwritten by another autosave-save which is annoying. I would prefer game.server_save to work in...
by Theis
Thu Mar 30, 2023 8:56 am
Forum: Modding interface requests
Topic: On_research_queued event
Replies: 5
Views: 1002

On_research_queued event

What I would like an event on_research_queued similar to on_research_started . How Fields: research :: LuaTechnology -> the queued technology queue_index :: uint -> the research queue index of the technology name :: defines.event tick :: uint I can probably handle any implementation, but having the...
by Theis
Thu Mar 09, 2023 11:23 pm
Forum: Modding help
Topic: Setting Up a Dev Environment
Replies: 4
Views: 1102

Re: Setting Up a Dev Environment

I don't think it is actually possible to get "my blueprints". At least I couldn't find anything even remotely similar.

I guess you have to choose between Typescript or the mod toolkit. I would choose the latter.
by Theis
Sat Feb 18, 2023 6:01 am
Forum: Modding help
Topic: Problems with LuaControl.cancel_crafting()
Replies: 2
Views: 654

Re: Problems with LuaControl.cancel_crafting()

If the problem is that you are changing the crafting queue order, then you can try to iterate backwards.
by Theis
Tue Feb 14, 2023 3:07 pm
Forum: Ideas and Requests For Mods
Topic: remote "Presence" building.
Replies: 2
Views: 955

Re: remote "Presence" building.

Would something like Avatars work for you?
by Theis
Tue Feb 07, 2023 11:33 am
Forum: Not a bug
Topic: [1.1.76] Module inventory get_insertable_count return wrong count
Replies: 2
Views: 1545

Re: [1.1.76] Module inventory get_insertable_count return wrong count

Somewhat related. It is also reported wrong for fast assemblers unbarreling. /c do local p = game.player local item = "water-barrel" local e2 = p.surface.create_entity{name="assembling-machine-3",position={-1,2},force=p.force} e2.set_recipe("empty-water-barrel") e2.get_...
by Theis
Tue Feb 07, 2023 10:34 am
Forum: Not a bug
Topic: [1.1.76] Module inventory get_insertable_count return wrong count
Replies: 2
Views: 1545

[1.1.76] Module inventory get_insertable_count return wrong count

This is for scripting and it applies at least to assembling machines & beacons. Module inventories get_insertable_count reports a count that is off by a factor 50. Which aligns with the stack-size of modules. For an empty beacon I would expect get_insertable_count to return 2. Reproduction code:...
by Theis
Sun Feb 05, 2023 7:09 am
Forum: Outdated/Not implemented
Topic: Event: on_pre_save - to interact before a save state is finalized
Replies: 1
Views: 788

Event: on_pre_save - to interact before a save state is finalized

TL;DR Give mods the option to manipulate LUA::global before a Save The opposite of on_load . What ? Fire an event either on: on_save on_pre_save Where mods gets a chance to prepare the save state in some way. With the potential event-data: player_index::uint? - if saved for one player, the index of...
by Theis
Mon Dec 05, 2022 4:16 pm
Forum: Modding help
Topic: Transfer data between games
Replies: 3
Views: 1003

Re: Transfer data between games

Okay that sounds cumbersome to say the least, but I guess it is better than nothing. I have absolutely zero experience with RCON, so let me try to wrap my head around it. I would then need to setup an RCON client (maybe https://github.com/mark9064/factorio-rcon-py ) I would then need to launch Facto...
by Theis
Mon Dec 05, 2022 12:19 pm
Forum: Modding help
Topic: Transfer data between games
Replies: 3
Views: 1003

Transfer data between games

Is it possible for a mod to store some data in game A, and then for the mod to load that data in game B? For instance, you have a time trial mod. Where the goal is produce the most iron-plates in 30 minutes. So to compare, you would first run the time trial and produce 1020 iron-plates. Then next ti...
by Theis
Mon Dec 05, 2022 11:23 am
Forum: Minor issues
Topic: [1.1.73] LuaTechnology artillery upgrades has upgrade set to false
Replies: 3
Views: 1139

Re: [1.1.73] LuaTechnology artillery upgrades has upgrade set to false

FuryoftheStars wrote: ↑
Sat Dec 03, 2022 4:25 pm
I think this may be related: viewtopic.php?f=23&t=103658
I can't see their relation, except they both mention artillery.

This report is of the discrepancy between [artillery-shell-range-1, artillery-shell-speed-1] and all other weapon upgrade technologies.
by Theis
Mon Dec 05, 2022 11:17 am
Forum: Modding interface requests
Topic: Script create_entity with fast_replace should replace belts between undergrounds
Replies: 5
Views: 1500

Re: Script create_entity with fast_replace should replace belts between undergrounds

Xorimuth wrote: ↑
Tue Nov 22, 2022 12:42 pm
I'd have thought that for a TAS run, player.build_from_cursor would be used. Idk if it has this functionality though.
I suppose it is worth a try.
I managed to recreate the functionality myself, so it isn't critical to change any more.
by Theis
Fri Dec 02, 2022 1:02 am
Forum: Modding help
Topic: Query achievement unlocked
Replies: 1
Views: 563

Query achievement unlocked

I want to query if a player has unlocked an achievement, but i can find very little information the api. So maybe someone else knows more? As far as i can see There is a table of in game.achievement_prototypes . There is a LuaAchievementPrototype where there isn't a field/method to indicate it has b...

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