Search found 44 matches

by asher_sky
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 ...
by asher_sky
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...
by asher_sky
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...
by asher_sky
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...
by asher_sky
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...
by asher_sky
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...
by asher_sky
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 :)
by asher_sky
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...
by asher_sky
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
by asher_sky
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...
by asher_sky
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...
by asher_sky
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...
by asher_sky
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
by asher_sky
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...
by asher_sky
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 :)
by asher_sky
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 ...
by asher_sky
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 :)
by asher_sky
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!

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