Search found 14 matches
- Mon Dec 09, 2024 4:18 am
- Forum: Translations
- Topic: "Keeping your hands clean" description is unclear
- Replies: 1
- Views: 5783
Re: "Keeping your hands clean" description is unclear
I agree it is ambiguously phrased, and honestly, I'm still not sure what the correct, because I just got the achievement but I got both Art of Siege and Keeping your hands clean even after having killed biter nets via tank or guns (I got the Steamrolled achievement in the save). Sure, I never used ...
- Sat Dec 07, 2024 3:24 pm
- Forum: Ideas and Suggestions
- Topic: Add passenger count condition for trains / "Passenger boarded" train stop condition
- Replies: 6
- Views: 2258
Re: Add passenger count condition for trains / "Passenger boarded" train stop condition
I'd like to see this revisited and considered for space age as a condition on space platforms. At least with space platforms you could at least allow for reading the number of characters in the hub (there is a character signal that could be output with the number being the number of characters that ...
- Tue Dec 03, 2024 5:25 am
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 53
- Views: 11306
Re: Please add a button to add a new blueprint parameter variable
Another +1 from me. Fortunately there is a out of game solution for this and that is manually editing the blueprint string and reimporting it. The strings are base64 encoded gzip of a json string... Using this it's possible to add an extra parameter to the blueprint regardless of whether or not ...
- Mon Dec 02, 2024 3:04 am
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 53
- Views: 11306
Re: Please add a button to add a new blueprint parameter variable
Another +1 from me. Fortunately there is a out of game solution for this and that is manually editing the blueprint string and reimporting it. The strings are base64 encoded gzip of a json string... Using this it's possible to add an extra parameter to the blueprint regardless of whether or not it's ...
- Sat Nov 23, 2024 5:59 pm
- Forum: Modding help
- Topic: [space-age] allow player with inventory travel to space
- Replies: 2
- Views: 2083
Re: [space-age] allow player with inventory travel to space
Not a dev, but considering the fact that the character's inventory can be massive, and hold a not insignificant amount of items, travelling to space with items is not allowed because it's a balance thing. Being able to carry an entire bootstrap base for any planet in the character's inventory would ...
- Sun May 07, 2023 6:47 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 122722
Re: Documentation Improvement Requests
... but couldn't it get changed to give the index/key of any new equipment in the grid's equipment table?
The event already has that? "equipment" https://lua-api.factorio.com/latest/events.html#on_player_placed_equipment
I'm aware, I'm saying that rather than firing the event multiple ...
- Sat May 06, 2023 9:48 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 122722
Re: Documentation Improvement Requests
It would be good to add a note to "on_player_placed_equipment" indicating that it is triggered multiple times when ctrl-clicking in a stack of equipment. While it makes sense as to why this would be the case (you are adding multiple items and they each get a specific position in the grid), it does ...
- Fri May 05, 2023 1:40 am
- Forum: Modding interface requests
- Topic: Mod API add event that fires before character's main inventory changes size
- Replies: 2
- Views: 1101
Re: Mod API add event that fires before character's main inventory changes size
I'm not 100% certain that "on_player_droped_item" actually fires for when inventory spills, it might, but with that approach, it would mean reacting to every single item that is spilled out of the inventory, rather than stacks. Vanilla has a fair number of items that can stack to 100, and a handful ...
- Sun Apr 30, 2023 7:35 pm
- Forum: Modding interface requests
- Topic: Mod API add event that fires before character's main inventory changes size
- Replies: 2
- Views: 1101
Mod API add event that fires before character's main inventory changes size
I'm the author of a mod called SpillProof, currently I set all armor bonuses to 0 and listen for armor slot changes to manually add and remove slots via the character's bonus slot value in an attempt to prevent items from spilling when you accidentally unequip armor (the items stacks are moved to a ...
- Fri May 22, 2020 6:13 pm
- Forum: Not a bug
- Topic: [0.18.26] Forces are not friendly with themselves
- Replies: 7
- Views: 1904
Re: [0.18.26] Forces are not friendly with themselves
Right, it could be abused if it automatically created a symmetric relationship, however, given Rseding's very definitive response, symmetric friend is not something that will be implemented. I'm fine with that, what I'm not fine with is the notion of friend conveys an idea of a mutual reciprocating ...
- Fri May 22, 2020 12:54 am
- Forum: Not a bug
- Topic: [0.18.26] Forces are not friendly with themselves
- Replies: 7
- Views: 1904
Re: [0.18.26] Forces are not friendly with themselves
Right, the functionality might not need to change, but the documentation or the method name should definitely be changed to make things more clear.
- Fri May 22, 2020 12:23 am
- Forum: Not a bug
- Topic: [0.18.26] Forces are not friendly with themselves
- Replies: 7
- Views: 1904
Re: [0.18.26] Forces are not friendly with themselves
So, in theory a force could grant all other forces access to their buildings and resources but none of the other forces are required to do so? To me, that is not friends... In all other situations that I'm familiar with, friends are symmetric, that is, someone cannot be your friend unless you are ...
- Thu May 21, 2020 11:32 pm
- Forum: Not a bug
- Topic: [0.18.26] Forces are not friendly with themselves
- Replies: 7
- Views: 1904
Re: [0.18.26] Forces are not friendly with themselves
Also, it would appear that friendliness is not symmetric either (case stated above is reflexive). In other words, Force B is friend of Force A, but Force A is not necessarily friend of Force B, is there a reason for this specific behavior?
- Thu May 21, 2020 11:06 pm
- Forum: Not a bug
- Topic: [0.18.26] Forces are not friendly with themselves
- Replies: 7
- Views: 1904
[0.18.26] Forces are not friendly with themselves
I'm working on updating the mod Nice Try, Train to be a bit more robust and configurable. In trying add an option to allow the trains of non-friendly forces to kill the player I was trying to use the get_friend method from the player's force with the train's force as a parameter. In my testing it ...