In 2.0, marking an entity for deconstruction instantly pushes out the fluids it contains into the connected fluid segments, and then disconnects the entity from the fluid segments. Only after this, `on_marked_for_deconstruction` is fired.
As part of my mod Undeletable Fluids , I need to know how ...
Search found 81 matches
- Sat Feb 01, 2025 2:30 am
- Forum: Modding interface requests
- Topic: Add `on_pre_marked_for_deconstruction`, or fire `on_marked_for_deconstruction` before any entity changes
- Replies: 1
- Views: 68
- Mon Jan 06, 2025 5:12 pm
- Forum: Ideas and Suggestions
- Topic: Select current recipe when changing assembler recipe
- Replies: 14
- Views: 579
Re: Select current recipe when changing assembler recipe
+1 this is still annoying after playing a long while.
A strange thing: this is already the case with signals.
If you change the signal of a constant combinator (for example), the selection will default to what it currently is. So you can easily switch from an uncommon iron plate signal to a rare ...
A strange thing: this is already the case with signals.
If you change the signal of a constant combinator (for example), the selection will default to what it currently is. So you can easily switch from an uncommon iron plate signal to a rare ...
- Mon Jan 06, 2025 5:07 pm
- Forum: Ideas and Suggestions
- Topic: Avoid spoilers in menu simulations
- Replies: 4
- Views: 379
- Thu Jan 02, 2025 4:41 pm
- Forum: Not a bug
- Topic: [2.0.19] Signal selection screen, factoriopedia, and planner filters ignores "Show all items in selection lists" option
- Replies: 6
- Views: 580
- Sat Nov 16, 2024 9:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.12] Stone walls take more damage from asteroids.
- Replies: 14
- Views: 5175
Re: [2.0.12] Stone walls take more damage from asteroids.
Bumping this thread. Belts can defend against asteroids better than walls, that cannot be intended behaviour.
Screenshot from 2024-11-16 13-16-55.png
Screenshot from 2024-11-16 13-17-09.png
Throwing a medium asteroid. on_entity_damaged event tells me the incoming damage is 100 impact damage ...
Screenshot from 2024-11-16 13-16-55.png
Screenshot from 2024-11-16 13-17-09.png
Throwing a medium asteroid. on_entity_damaged event tells me the incoming damage is 100 impact damage ...
- Mon Nov 04, 2024 8:05 am
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 22
- Views: 1825
Re: Add setting to hide unresearched items/recipes in factoriopdia
Screenshot from 2024-11-03 23-54-57.png
+1. Factoriopedia is unusable for mods that add content.
This is Factoriopedia with Pyanodons.
Ash is one of the first items you get in the game, and it's only used in a couple ways at the beginning. Yet Factoriopedia shows me a hundred icons. How do I ...
+1. Factoriopedia is unusable for mods that add content.
This is Factoriopedia with Pyanodons.
Ash is one of the first items you get in the game, and it's only used in a couple ways at the beginning. Yet Factoriopedia shows me a hundred icons. How do I ...
- Sat Nov 02, 2024 6:33 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.13] Internal belt of freezable loaders does not react to temperature changes
- Replies: 1
- Views: 1350
[boskid][2.0.13] Internal belt of freezable loaders does not react to temperature changes
Repro:
1. Load the included save file (Uses AAI Loaders mod)
Screenshot from 2024-11-01 23-20-39.png
2. Add fuel to the left heating tower. The frozen loaders unfreeze, but their internal belt doesn't.
3. Remove the heating tower and heat pipes on the right. The belts and loaders freeze, but ...
1. Load the included save file (Uses AAI Loaders mod)
Screenshot from 2024-11-01 23-20-39.png
2. Add fuel to the left heating tower. The frozen loaders unfreeze, but their internal belt doesn't.
3. Remove the heating tower and heat pipes on the right. The belts and loaders freeze, but ...
- Fri Nov 01, 2024 4:05 am
- Forum: Ideas and Suggestions
- Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
- Replies: 39
- Views: 2998
Re: Allow pressing E to confirm number input fields, by dropping support for scientific notation
It's not only about scientific notation, the field also supports functions .
https://lua-api.factorio.com/latest/concepts/MathExpression.html
abs, log2, sign, max, min.
By chance, no function uses the letter E!
There's also "The property where the expression is used may provide variables.", but ...
- Tue Oct 29, 2024 10:00 pm
- Forum: Modding interface requests
- Topic: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
- Replies: 10
- Views: 1213
Re: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
This also affects the Jetpack mod.
In 2.0, changing controller resets the zoom. Since LuaPlayer::zoom is write-only, we cannot read the original value to reset the zoom back to how it was before the controller change.
In 2.0, changing controller resets the zoom. Since LuaPlayer::zoom is write-only, we cannot read the original value to reset the zoom back to how it was before the controller change.
- Sun Oct 27, 2024 3:32 pm
- Forum: Ideas and Suggestions
- Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
- Replies: 39
- Views: 2998
Allow pressing E to confirm number input fields, by dropping support for scientific notation
What?
As of 2.0, if you try to confirm a number input field (such as logistic requests count) by pressing e, it will type an e in the field instead. This is because Factorio now supports scientific notation (e.g. 4e3 = 4000)
I would like to drop this support to return to the original behavior ...
As of 2.0, if you try to confirm a number input field (such as logistic requests count) by pressing e, it will type an e in the field instead. This is because Factorio now supports scientific notation (e.g. 4e3 = 4000)
I would like to drop this support to return to the original behavior ...
- Sun Oct 27, 2024 1:04 am
- Forum: Gameplay Help
- Topic: Cannot place Landfill in all water tiles anymore?
- Replies: 17
- Views: 1635
Re: Cannot place Landfill in all water tiles anymore?
For some reason this is fixed manually in Space Age:
I guess we can do the same in Alien Biomes.
Code: Select all
table.insert(data.raw.item.landfill.place_as_tile.tile_condition, "water-shallow")
- Sun Oct 27, 2024 12:55 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.10] Prototype viewer doesn't display new field tile_condition
- Replies: 1
- Views: 598
[Rseding91] [2.0.10] Prototype viewer doesn't display new field tile_condition
- Added optional tile_condition to the place_as_tile, which allows to specify explicit list of tiles it can be built over.
This new field is not visible in the in-game prototype viewer.
Screenshot from 2024-10-26 17-53-48.png
vs
place_as_tile =
{
result = "landfill",
condition_size = 1 ...
This new field is not visible in the in-game prototype viewer.
Screenshot from 2024-10-26 17-53-48.png
vs
place_as_tile =
{
result = "landfill",
condition_size = 1 ...
- Sun Oct 27, 2024 12:00 am
- Forum: Gameplay Help
- Topic: Recipe selection with quality
- Replies: 11
- Views: 1948
- Sat Oct 26, 2024 10:36 pm
- Forum: Ideas and Suggestions
- Topic: Turbo transport belt researcg VS Logistics 4
- Replies: 5
- Views: 553
Re: Turbo transport belt researcg VS Logistics 4
A small thing in favour of "Logistics N" is that it displays a little digit that shows which belt tier this is, which I find satisfying.
- Sat Oct 26, 2024 8:28 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 57
- Views: 13625
Re: Auto-launching of mixed rockets
+1, was going to make my own thread.
I don't understand the "you're supposed to automate this with circuits" response, as far as I know that's not possible.
Screenshot from 2024-10-26 13-19-48.png
I can launch all of this with 1 manual rocket. If I want to automatically launch it, it's going to ...
I don't understand the "you're supposed to automate this with circuits" response, as far as I know that's not possible.
Screenshot from 2024-10-26 13-19-48.png
I can launch all of this with 1 manual rocket. If I want to automatically launch it, it's going to ...
- Sat Oct 26, 2024 8:15 pm
- Forum: Ideas and Suggestions
- Topic: Unintended extra click when setting up recipes due to the "Quality" dropdown.
- Replies: 60
- Views: 5545
Re: Unintended extra click when setting up recipes due to the "Quality" dropdown.
+1
Let a click on a recipe instantly choose that recipe. If I want to change the quality level, I can do it first, through the dropdown or the alt+shift+scroll hotkey.
Let the recipe selector UI remember the last quality used instead of defaulting to normal, to reduce even further the number of ...
Let a click on a recipe instantly choose that recipe. If I want to change the quality level, I can do it first, through the dropdown or the alt+shift+scroll hotkey.
Let the recipe selector UI remember the last quality used instead of defaulting to normal, to reduce even further the number of ...
- Sat Oct 26, 2024 4:54 pm
- Forum: Duplicates
- Topic: [2.0.11] Select Icon Menu doesnt show Items/Recipes with Icons, instead of Icon
- Replies: 2
- Views: 200
Re: [2.0.11] Select Icon Menu doesnt show Items/Recipes with Icons, instead of Icon
I noticed this too, though it seems to be about the number of layers rather than using "icons" specifically.
viewtopic.php?f=7&t=117258
viewtopic.php?f=7&t=117258
- Thu Oct 24, 2024 9:59 pm
- Forum: Duplicates
- Topic: [2.0.10] Icon selector doesn't allow picking icons with multiple layers
- Replies: 1
- Views: 186
[2.0.10] Icon selector doesn't allow picking icons with multiple layers
Reproduction:
Download AAI Containers
Mod setting "Show the container size number in the icon" is on by default. The steel chest icon has 2 layers, and the logistic chests icons have 3 layers.
Open an icon selector (e.g. new space platform button). The steel-chest is not in the list of icons ...
Download AAI Containers
Mod setting "Show the container size number in the icon" is on by default. The steel chest icon has 2 layers, and the logistic chests icons have 3 layers.
Open an icon selector (e.g. new space platform button). The steel-chest is not in the list of icons ...
- Sun Oct 20, 2024 3:21 pm
- Forum: Not a bug
- Topic: [2.0.6] Turbo transport belts technology name deviates from naming pattern
- Replies: 3
- Views: 362
Re: [2.0.6] Turbo transport belts technology name deviates from naming pattern
It's not an "idea or suggestion" either so what is the best place for it?
- Sun Oct 20, 2024 2:25 am
- Forum: Not a bug
- Topic: [2.0.6] Turbo transport belts technology name deviates from naming pattern
- Replies: 3
- Views: 362
[2.0.6] Turbo transport belts technology name deviates from naming pattern
Logistics -> Logistics 2 -> Logistics 3 -> Turbo transport belts