Search found 44 matches
- Fri Nov 17, 2023 8:10 am
- Forum: Not a bug
- Topic: [1.1.97] get_upgrade_direction() returns the current direction for loaders
- Replies: 1
- Views: 320
[1.1.97] get_upgrade_direction() returns the current direction for loaders
Steps to reproduce: 1. load a new save 2. place a loader somewhere 4. select the loader with the cursor and run the command /c game.print(game.player.selected.direction) 5. the game prints the direction 6. place a ghost loader going the opposite direction on top of the existing loader 7. select the ...
- Wed Sep 20, 2023 6:06 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.91] on_entity_color_changed event is not raised when the new color is nil
- Replies: 1
- Views: 664
[1.1.91] on_entity_color_changed event is not raised when the new color is nil
It appears the on_entity_color_changed event is not raised when the new color of an entity is nil. It would be nice if it did; a change from something to nothing is still a change. My use-case for this is: I want to cache the colors of entities so I don't need to access entity.color over and over to...
- Sun Sep 17, 2023 3:52 am
- Forum: Modding interface requests
- Topic: Change player.character_loot_pickup_distance_bonus from uint to double
- Replies: 1
- Views: 313
Change player.character_loot_pickup_distance_bonus from uint to double
The character_loot_pickup_distance_bonus in LuaControl is limited to a uint, while the character_loot_pickup_bonus in LuaForce gets to be a double. https://lua-api.factorio.com/latest/classes/LuaControl.html#character_loot_pickup_distance_bonus https://lua-api.factorio.com/latest/classes/LuaForce.ht...
- Thu Sep 07, 2023 6:26 am
- Forum: Modding interface requests
- Topic: Add a localized_name to Surfaces
- Replies: 1
- Views: 297
Add a localized_name to Surfaces
I would like to specify a LocalisedString to be displayed for a surface when it is referred to, maybe it can be defined as a parameter in game.create_surface(), or a read/write member of LuaSurface. This would allow a mod to add locale for a surface name, and other mods could use that locale when re...
- Fri Sep 01, 2023 8:27 am
- Forum: Modding interface requests
- Topic: Make scenario locale files available for error()
- Replies: 0
- Views: 204
Make scenario locale files available for error()
I'm working on a mod that adds a scenario. The mod makes some data stage changes that are required for the scenario. Because the scenario can be saved and then easily or accidentally loaded without the mod enabled, I want to add a localised error message if the mod is not enabled. -- example_mod/sce...
- Tue Aug 15, 2023 2:14 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88] script-created projectiles don't attribute damage to the specified source
- Replies: 2
- Views: 843
- Mon Aug 14, 2023 9:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88] script-created projectiles don't attribute damage to the specified source
- Replies: 2
- Views: 843
[1.1.88] script-created projectiles don't attribute damage to the specified source
I am trying to make a sort of automatic rocket launcher ability. I expect that setting the "source" of the created rocket projectile entity to the player character should attribute the rocket's damage to the character, however in the on_entity_died event, the cause is missing. Steps to rep...
- Mon Jul 03, 2023 8:01 pm
- Forum: Pending
- Topic: [Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
- Replies: 4
- Views: 1122
Re: [Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
So... the issues does appear to be caused by the more fonts mod, but I don't know what in the font files would be causing it, maybe a missing glyph for new-line? I'll need to look into it more, but this topic can be closed
- Sun Jul 02, 2023 9:19 pm
- Forum: Implemented for 2.0
- Topic: Add event for when a unit_group is destroyed
- Replies: 2
- Views: 571
Add event for when a unit_group is destroyed
TL;DR The ability to know when a unit group is destroyed, via something like defines.events.on_unit_group_destroyed or register_on_unit_group_destroyed() Why ? When a cutscene target dies or is destroyed, the camera abruptly teleports to 0,0. In my trainsaver mod, to prevent this I register the cut...
- Wed Mar 29, 2023 9:22 pm
- Forum: Pending
- Topic: [Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
- Replies: 4
- Views: 1122
Re: [Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
Oh… lol to be honest I forgot that was enabled. I bet that‘s it, I’ll disable it later when I get home and see but I’m pretty sure that’s the cause
- Wed Mar 29, 2023 2:59 am
- Forum: Pending
- Topic: [Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
- Replies: 4
- Views: 1122
Re: [Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
some screenshots for reference: the in-game mod manage page: [ backstory: this is what I originally wanted, but the bold font and other rich text tags obviously didn't work on the online mod portal page, so I edited the summary on the mod portal to clean up all the rich text tags, see second screens...
- Tue Mar 28, 2023 11:48 pm
- Forum: Pending
- Topic: [Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
- Replies: 4
- Views: 1122
[Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
The mod portal mod summary does not appear to respect \n new line markers, and when creating new lines with the enter/return key an empty box appears in the summary of the mod's in-game install page. I want to be able to create nice legible summaries that appear the same on the mod portal and the in...
- Wed Dec 28, 2022 11:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.69] Audio does not switch to headphones when connected after factorio has started
- Replies: 10
- Views: 2185
Re: [Donion] [1.1.69] Audio does not switch to headphones when connected after factorio has started
With version 1.1.71, the SDL and its audio backend has been updated to a newer version. Could you try out the new version and see if it helps? Also, version 1.1.70 introduces preferred audio output device setting. You should be able to switch to a newly connected audio device while factorio is runn...
- Mon Sep 19, 2022 2:39 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.69] Audio does not switch to headphones when connected after factorio has started
- Replies: 10
- Views: 2185
[Donion] [1.1.69] Audio does not switch to headphones when connected after factorio has started
Steps to reproduce:
1. Launch factorio
2. connect headphones (I specifically used Apple AirPods, not sure if this happens with other headphones or not)
3. factorio doesn't switch the audio output to the headphones, so it still comes out of the main laptop speakers
1. Launch factorio
2. connect headphones (I specifically used Apple AirPods, not sure if this happens with other headphones or not)
3. factorio doesn't switch the audio output to the headphones, so it still comes out of the main laptop speakers
- Sat Jun 04, 2022 9:40 pm
- Forum: Technical Help
- Topic: [1.1.59] Updating or syncing mods quits a Geforce Now session
- Replies: 0
- Views: 685
[1.1.59] Updating or syncing mods quits a Geforce Now session
When playing using GeForce Now, when the game restarts to update or sync mods the session ends. I have tried contacting GeForce Now support to see if they can fix it but they never replied, so I'm hoping that as the developers you have a little more power to work with them on it? It's not a big deal...
- Wed Jan 19, 2022 9:51 pm
- Forum: Won't implement
- Topic: Add unit_number or other unique id to spider-legs
- Replies: 3
- Views: 1652
Re: Add unit_number or other unique id to spider-legs
With the addition of entity.get_spider_legs(), using leg.name as a unique identifier is good enough, especially since it can be combined with the unit_number of the spider.
Thanks :)
Thanks :)
- Tue Jan 18, 2022 5:59 pm
- Forum: Implemented mod requests
- Topic: Add ability to get the leg entities of a spider-vehicle
- Replies: 4
- Views: 1472
Re: Add ability to get the leg entities of a spider-vehicle
Amazing! Thank you :D
- Thu Jan 13, 2022 5:56 pm
- Forum: Implemented mod requests
- Topic: Add ability to get the leg entities of a spider-vehicle
- Replies: 4
- Views: 1472
Re: Add ability to get the leg entities of a spider-vehicle
Can you provide some insight on your usecase for such an interface? Yes, I’ve been working recently with renderings, and want to make a mod that adds glowing colored trails wherever the spidertron walks. I can make it work pretty well at the moment using a generic rainbow cycle for the colors, but ...
- Thu Jan 13, 2022 4:21 am
- Forum: Won't implement
- Topic: Add unit_number or other unique id to spider-legs
- Replies: 3
- Views: 1652
Add unit_number or other unique id to spider-legs
It would be nice if spider-vehicle legs could have a unique identifier like .unit_number or .id
Thanks
Thanks
- Thu Jan 13, 2022 4:17 am
- Forum: Implemented mod requests
- Topic: Add ability to get the leg entities of a spider-vehicle
- Replies: 4
- Views: 1472
Add ability to get the leg entities of a spider-vehicle
It would be really nice if you could add a .legs (array of spider legs) to spider-vehicles, and even a .spider (LuaEntity of spider-vehicle controlling this leg) to the leg entities.
It could also be something like entity.linked_entities or entity.grouped_entities.
Thank you!
It could also be something like entity.linked_entities or entity.grouped_entities.
Thank you!