Search found 18 matches

by kelianmao
Fri Nov 15, 2024 8:17 am
Forum: Implemented mod requests
Topic: Add APIs to manage logistic groups
Replies: 10
Views: 1910

Re: Add APIs to manage logistic groups

+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 ...
by kelianmao
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
11-09-2024, 13-11-26.png
11-09-2024, 13-11-26.png (41.42 KiB) Viewed 1291 times
by kelianmao
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 ...
by kelianmao
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 ...
by kelianmao
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 ...
by kelianmao
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.
by kelianmao
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 ...
by kelianmao
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 ...
by kelianmao
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 ...
by kelianmao
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 ...
by kelianmao
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 ...
by kelianmao
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 ...
by kelianmao
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 ...
by kelianmao
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 ...
by kelianmao
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 ...

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