Search found 72 matches
- Mon Nov 18, 2024 4:01 pm
- Forum: Releases
- Topic: Version 2.0.20
- Replies: 42
- Views: 11846
Re: Version 2.0.20
Biggest thing here for most people is the last one, super force building belt-related things on top of existing belts just got a lot better, no more unnecessary undergrounds that require a manual fix.
- Sat Nov 16, 2024 11:29 pm
- Forum: Modding interface requests
- Topic: Allow 'camera' LuaGuiElements to render through the fog of war again.
- Replies: 1
- Views: 152
Re: Allow 'camera' LuaGuiElements to render through the fog of war again.
I'd almost argue that there's no reason to have a camera show fog of war, so it should be that the default goes through fog of war and there should be a field to enable that behavior, not the other way around.
- Sun Nov 10, 2024 5:37 pm
- Forum: Not a bug
- Topic: Trash Unrequested ignores inf. maximum
- Replies: 21
- Views: 1089
Re: Trash Unrequested ignores inf. maximum
50-50 means you only want 50 in your inventory ever 50-inf means you want from 50 to infinity items, which translates to "at least 50 but don't trash excess" Trash unrequested does not affect 50-50 because you're never having any items that aren't requested, but it does affect 50-inf. Ther...
- Sat Nov 02, 2024 5:00 am
- Forum: Modding interface requests
- Topic: LuaSpacePlatform::paused
- Replies: 1
- Views: 148
LuaSpacePlatform::paused
I looked everywhere and couldn't find a way to set a platform to automatic or paused through script, similar to LuaTrain::manual_mode. If I missed something I'm happy to be wrong, but .paused makes the most sense to me.
- Thu Oct 31, 2024 7:05 pm
- Forum: Modding interface requests
- Topic: Empty collision_mask.layers should collide with itself
- Replies: 3
- Views: 219
Re: Empty collision_mask.layers should collide with itself
I really doubt mods will be hitting the mask limit any time soon. I have never heard of anyone needing to do what you're trying to do right now, but a creating a single layer prototype and using it for your entity is the correct way to go about handling this.
- Thu Oct 31, 2024 6:13 pm
- Forum: Documentation Improvement Requests
- Topic: LuaBootstrap::get_event_handler incorrect param type
- Replies: 0
- Views: 80
LuaBootstrap::get_event_handler incorrect param type
LuaBootstrap::get_event_handler says it takes a uint, but shouldn't it be possible to take string as well, or for typedef's sake defines.events|string|uint? Just noticed it from it trickling down to LuaLS typedefs. Same thing with get/set_event_filter, I'd think those would be just defines.events i...
- Wed Aug 14, 2024 10:28 pm
- Forum: Resolved Requests
- Topic: LuaSurface::create_entity projectile missing default value for max_range
- Replies: 2
- Views: 298
LuaSurface::create_entity projectile missing default value for max_range
I was having an issue with projectiles triggering before reaching their target, and I suspected it had something to do with their max range.
After a while, I found out the default max range of projectiles is 1000, which isn't listed in the docs.
Should be an easy fix, thank you in advance!
After a while, I found out the default max range of projectiles is 1000, which isn't listed in the docs.
Should be an easy fix, thank you in advance!
- Mon Jul 29, 2024 6:41 pm
- Forum: Modding discussion
- Topic: Limiting prototype names in 2.0
- Replies: 4
- Views: 982
Re: Limiting prototype names in 2.0
Most modded prototypes already follow the third restriction, so people won't really have to update anything. This change simplifies string matching in mods as well, and as someone who's made both mods and external tools, I'd definitely support this change.
- Sun Jun 30, 2024 8:25 pm
- Forum: Won't fix.
- Topic: [1.1.109] quick_bar_set_selected_page permission doesn't prevent changing page
- Replies: 2
- Views: 512
Re: [1.1.109] quick_bar_set_selected_page permission doesn't prevent changing page
Upon further inspection, it's because I had the quick_bar_set_selected_page permission disabled.
I would expect this permission to actually disable the player's ability to do that, rather than just make it desync state between the api and the client.
I would expect this permission to actually disable the player's ability to do that, rather than just make it desync state between the api and the client.
- Sun Jun 30, 2024 8:09 pm
- Forum: Won't fix.
- Topic: [1.1.109] quick_bar_set_selected_page permission doesn't prevent changing page
- Replies: 2
- Views: 512
[1.1.109] quick_bar_set_selected_page permission doesn't prevent changing page
When a player changes their active quickbar row manually, whether it's from Shift + #, clicking on the button, using previous/next hotkeys, or rotating quickbars, none of it is reflected in the API. The script isn't ever aware of what the active quickbar is, unless the script sets the active quickba...
- Mon May 27, 2024 7:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.107] LuaInventory::set_bar without parameters doesn't reset bar button
- Replies: 1
- Views: 385
[1.1.107] LuaInventory::set_bar without parameters doesn't reset bar button
When clearing the bar through script, the bar button is still toggled, even though there is no bar. This makes the player have to click on the button twice when they want to set the bar manually, instead of the normal twice. If the player closes the GUI and opens it again, it's fixed. Steps to repro...
- Sat Apr 27, 2024 6:14 am
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 46
- Views: 8662
Re: Improving the Mod Portal Search
It's almost impossible to search for multiple words at once currently, for the example "Resource Marker" I would want both of those words to have the same priority in a match, so if something was most recently updated that had just the word "resource", that would show up first, a...
- Sun Mar 24, 2024 4:22 am
- Forum: Modding interface requests
- Topic: Move FluidBox bounding box border to prototype property
- Replies: 4
- Views: 625
Re: Move FluidBox bounding box border to prototype property
Sounds like you'd want to add an extra layer for biters anyway, so they are not impacted by this setting. That's an option, but I'm trying to avoid creating any new collision layers if I can. It still doesn't solve the original issue for when they still collide, and I am not comfortable forcing the...
- Sat Mar 23, 2024 3:27 am
- Forum: Modding interface requests
- Topic: Move FluidBox bounding box border to prototype property
- Replies: 4
- Views: 625
Re: Move FluidBox bounding box border to prototype property
Why not simply remove the player layer from pipe collision mask? Is it really so important for characters to collide with pipes when the intent is for pipes to be crossable? I can see the importance for larger buildings, but not for something so small as a pipe. Because biters have the same mask as...
- Fri Mar 22, 2024 10:17 pm
- Forum: Modding interface requests
- Topic: Move FluidBox bounding box border to prototype property
- Replies: 4
- Views: 625
Move FluidBox bounding box border to prototype property
I'm currently writing Squeak Through 2 from scratch, as the original mod hasn't been updated since it's 1.1 version bump and the mod creator is MIA. `pipe` and `pipe-to-ground` entities are causing a bit of trouble, because of the 0.2 border added to the bounding box when the FluidBox receives a new...
- Tue Mar 19, 2024 4:24 am
- Forum: Won't fix.
- Topic: LuaSurface::entity_prototype_collides incorrect with curved rails
- Replies: 4
- Views: 912
Re: LuaSurface::entity_prototype_collides incorrect with curved rails
As I suspected, just wanted to put it here for public record.
For clarification, would the custom collision box orientations still be an issue in 2.0 with rails having hard coded collision boxes, or is that part irrelevant as well due to the new rails?
For clarification, would the custom collision box orientations still be an issue in 2.0 with rails having hard coded collision boxes, or is that part irrelevant as well due to the new rails?
- Sat Mar 16, 2024 11:00 pm
- Forum: Won't fix.
- Topic: LuaSurface::entity_prototype_collides incorrect with curved rails
- Replies: 4
- Views: 912
LuaSurface::entity_prototype_collides incorrect with curved rails
I'm assuming this is because of the secondary collision box that curved rails have, but when the curved part collides with something and the straight part does not, the method returns the incorrect result. I don't expect this to be fixed for 1.1.x, but I at least wanted to make sure this was made aw...
- Thu Feb 22, 2024 5:54 pm
- Forum: Modding interface requests
- Topic: Ability to copy string to clipboard using api
- Replies: 9
- Views: 2669
Re: Ability to copy string to clipboard using api
Sometimes, though, I have something sitting in my clipboard that's semi important to me that I just haven't had the chance to paste somewhere, yet. Sometimes, too, it's currently the only existing copy, or would require some time and hassle to get back to the original. If you're on windows, you can...
- Wed Feb 21, 2024 10:09 pm
- Forum: Resolved Requests
- Topic: NothingModifier missing type::"nothing"
- Replies: 1
- Views: 397
NothingModifier missing type::"nothing"
As the title says, NothingModifier is missing the type field, while all of the other technology effect modifiers have it.
- Fri Feb 09, 2024 8:04 pm
- Forum: Wiki Talk
- Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
- Replies: 39
- Views: 17545
Re: Suggestions for the Wiki regarding Factorio Expansion Add-ons
The Binding of Isaac wiki does a decent job of handling different DLC items and such, here's a page with a lot of them (scroll down to synergies): https://bindingofisaacrebirth.fandom.com/wiki/Brimstone Just a small icon next to the thing it's related to, slightly large for my liking, but it's very ...