+1
Further requests:
1. Get a group by name. I guess if the get all existing groups api returns a LuaCustomTable, you could do it by indexing that table. Currently you can create a section, set its group to the name, and modify it. But this must be done inside a logistic entity.
2. Add an event for ...
Search found 18 matches
- Fri Nov 15, 2024 8:17 am
- Forum: Implemented mod requests
- Topic: Add APIs to manage logistic groups
- Replies: 10
- Views: 1910
- Fri Nov 15, 2024 4:24 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [2.0.12] Can't set negative multiplier on constant comb group
- Replies: 2
- Views: 6513
Re: [kovarex] [2.0.12] Can't set negative multiplier on constant comb group
Woohoo! I had the the same thread but in ideas & suggestions viewtopic.php?f=6&t=120054&p=636196
- Sat Nov 09, 2024 9:12 pm
- Forum: Ideas and Suggestions
- Topic: Allow negative multipliers for logistic groups
- Replies: 11
- Views: 1452
Re: Allow negative multipliers for logistic groups
Click the pencil next to the group to change the group/name, and there is a multiplier option
- Sat Nov 09, 2024 12:42 pm
- Forum: Ideas and Suggestions
- Topic: Allow negative multipliers for logistic groups
- Replies: 11
- Views: 1452
Re: Allow negative multipliers for logistic groups
Isn't this already possible to do if you put the logistic group on a constant combinator ? you can then set negative number.
You can set individual items to negative values (as you always could), but you cannot set the multiplier to the whole group to a negative value. At least not when I've ...
- Wed Nov 06, 2024 8:44 am
- Forum: Ideas and Suggestions
- Topic: Allow negative multipliers for logistic groups
- Replies: 11
- Views: 1452
Allow negative multipliers for logistic groups
What?
Logistic groups are awesome! Could we allow negative multipliers for logistic groups though? Currently, setting a negative multiplier clips to 0 and outputs nothing.
Why?
Negative signals are allowed, so why not negative multipliers to logistic groups?
You can already select negative ...
Logistic groups are awesome! Could we allow negative multipliers for logistic groups though? Currently, setting a negative multiplier clips to 0 and outputs nothing.
Why?
Negative signals are allowed, so why not negative multipliers to logistic groups?
You can already select negative ...
- Thu Oct 31, 2024 8:20 am
- Forum: Implemented Suggestions
- Topic: Smart Belt Dragging Setting
- Replies: 74
- Views: 12506
Re: Smart Belt Dragging Setting
I got annoyed by random undergrounds appearing too may times, so I went and made a mod that disables this functionality. It seems to works well enough for now, until they hopefully add the option back to the base game...
https://mods.factorio.com/mod/belt-fix
It's a mod so it probably disables ...
https://mods.factorio.com/mod/belt-fix
It's a mod so it probably disables ...
- Wed Oct 30, 2024 8:29 am
- Forum: Not a bug
- Topic: [2.0.11] Buggy on_built_entity event for 'smart' underground belt placement
- Replies: 6
- Views: 649
Re: [2.0.11] Buggy on_built_entity event for 'smart' underground belt placement
Yes, the last screenshot is with never skip. Besides, I found the bug when using the fields for other functions, not when printing, I only started printing when I was getting unexpected behaviour.
- Wed Oct 30, 2024 8:21 am
- Forum: Not a bug
- Topic: [2.0.11] Buggy on_built_entity event for 'smart' underground belt placement
- Replies: 6
- Views: 649
Re: [2.0.11] Buggy on_built_entity event for 'smart' underground belt placement
This is most likely just the print function skipping duplicate messages to prevent spamming. Try setting `skip = defines.print_skip.never` in the `print_settings`. https://lua-api.factorio.com/latest/classes/LuaGameScript.html#print
Ok, indeed it was skipping duplicate messages. But the issue ...
- Wed Oct 30, 2024 8:15 am
- Forum: Not a bug
- Topic: [2.0.11] Buggy on_built_entity event for 'smart' underground belt placement
- Replies: 6
- Views: 649
Re: [2.0.11] Buggy on_built_entity event for 'smart' underground belt placement
Found further bugginess. Here are 3 cases, built right to left.
on_built3.png
- First one (right), built manually, you see the two triggers, and the input/output are correct.
- Second (middle), auto-built from the bottom, ie forward, the input/output match the manual placement.
- Third (left ...
on_built3.png
- First one (right), built manually, you see the two triggers, and the input/output are correct.
- Second (middle), auto-built from the bottom, ie forward, the input/output match the manual placement.
- Third (left ...
- Wed Oct 30, 2024 7:50 am
- Forum: Not a bug
- Topic: [2.0.11] Buggy on_built_entity event for 'smart' underground belt placement
- Replies: 6
- Views: 649
[2.0.11] Buggy on_built_entity event for 'smart' underground belt placement
on_built_entity has buggy behavior when pairs of underground belts are built using the new 'smart' belt logic, especially when one of the undergrounds is destroyed.
A short debug print function in control.lua:
local function on_built_entity(event)
game.print(event.tick)
game.print(event.entity ...
A short debug print function in control.lua:
local function on_built_entity(event)
game.print(event.tick)
game.print(event.entity ...
- Sun Oct 27, 2024 8:15 pm
- Forum: Ideas and Suggestions
- Topic: [SA] Clicking items in a space platform hub should put a ghost on your cursor
- Replies: 5
- Views: 2039
[SA] Clicking items in a space platform hub should put a ghost on your cursor
What?
Similar to how you can build out of your character inventory by clicking on an item and placing it on your cursor, I propose you should be able to select items from the space platform inventory, just with ghosts instead.
Why?
Right now both left and right clicking an item in the space ...
Similar to how you can build out of your character inventory by clicking on an item and placing it on your cursor, I propose you should be able to select items from the space platform inventory, just with ghosts instead.
Why?
Right now both left and right clicking an item in the space ...
- Mon Oct 21, 2024 6:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][1.1.110] Crash in PathFindAlgorithm.cpp calling request_path
- Replies: 2
- Views: 1631
- Wed Sep 25, 2024 5:39 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][1.1.110] Crash in PathFindAlgorithm.cpp calling request_path
- Replies: 2
- Views: 1631
[StrangePan][1.1.110] Crash in PathFindAlgorithm.cpp calling request_path
I can consistently cause a crash when calling surface.request_path, with stack trace:
53.346 Error PathFindAlgorithm.cpp:1010: newChunkComponent->component != ChunkComponent::noComponent || newChunkComponent->chunk == this->mapPositionToChunkPosition(current.position) was not true
Attached is a ...
53.346 Error PathFindAlgorithm.cpp:1010: newChunkComponent->component != ChunkComponent::noComponent || newChunkComponent->chunk == this->mapPositionToChunkPosition(current.position) was not true
Attached is a ...
- Fri Sep 20, 2024 2:16 am
- Forum: Documentation Improvement Requests
- Topic: ProjectilePrototype final_action confusion
- Replies: 0
- Views: 425
ProjectilePrototype final_action confusion
So am I misunderstanding, or is the described behaviour of final_action inconsistent in ProjectilePrototype ?
final_action :: Trigger optional
Executed when the projectile hits something, after action and only if the entity that was hit was destroyed. The projectile is destroyed right after the ...
final_action :: Trigger optional
Executed when the projectile hits something, after action and only if the entity that was hit was destroyed. The projectile is destroyed right after the ...
- Sun Sep 15, 2024 12:47 am
- Forum: Resolved Requests
- Topic: Indicate existence of CollisionMaskLayer layer-13 etc in json structure
- Replies: 3
- Views: 739
Re: Indicate existence of CollisionMaskLayer layer-13 etc in json structure
I also just ran into a similar confusion.
Specifically, the old wiki page for CollisionMask[1] does have info on these layers (maybe added manually?), but the new api website[2] does not.
It technically contains a link to CollisionMaskLayer[3], which does have the info, but this is buried a ...
Specifically, the old wiki page for CollisionMask[1] does have info on these layers (maybe added manually?), but the new api website[2] does not.
It technically contains a link to CollisionMaskLayer[3], which does have the info, but this is buried a ...
- Tue Dec 05, 2023 9:46 am
- Forum: Modding interface requests
- Topic: Add a "create-ghost" CreateEntityTriggerEffectItem
- Replies: 0
- Views: 454
Add a "create-ghost" CreateEntityTriggerEffectItem
Would it be possible to add a field for ghost_name / inner_name for the CreateEntityTriggerEffectItem trigger, so we can use it to create "entity-ghost"s? Or maybe a subclass "create-ghost", like "create-fire" etc
I'm trying to make an entity create a ghost of a different entity upon death. And ...
I'm trying to make an entity create a ghost of a different entity upon death. And ...
- Fri Jan 15, 2021 4:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.11] Crash: "Error ShootingTarget.cpp:13: Unset shooting target"
- Replies: 2
- Views: 2719
Re: [Twinsen][1.1.11] Crash: "Error ShootingTarget.cpp:13: Unset shooting target"
Cool. Thanks for the awesome game!
- Thu Jan 14, 2021 6:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.11] Crash: "Error ShootingTarget.cpp:13: Unset shooting target"
- Replies: 2
- Views: 2719
[Twinsen][1.1.11] Crash: "Error ShootingTarget.cpp:13: Unset shooting target"
So I've managed to make a very simple mod that has hard-crashed factorio. It happens in the latest windows steam version (1.1.11), as well as 1.1.8. The crash dump says: Error ShootingTarget.cpp:13: Unset shooting target
I have attached the full crash log, as well as the simple mod that reproduces ...
I have attached the full crash log, as well as the simple mod that reproduces ...