Search found 27 matches
- Sun Feb 19, 2023 9:49 pm
- Forum: Modding interface requests
- Topic: Add removed LuaEquipment instance to events
- Replies: 0
- Views: 134
Add removed LuaEquipment instance to events
For my mod I'm currently missing a way to recover the fuel's burnt_result when a player removes a burner-powered equipment from an equipment grid. There are on_player_removed_equipment and on_equipment_removed events, but they only contain the prototype of the removed equipment (and count), not the ...
- Sun Feb 19, 2023 9:28 pm
- Forum: Modding interface requests
- Topic: buffer inventory for script_raised_destroy
- Replies: 2
- Views: 193
Re: buffer inventory for script_raised_destroy
I just looked at how Nanobots actually recovers entities and it looks like it calls LuaControl.mine_entity which does properly mine it and does NOT destroy the entity. This looks like the proper way for mods that simulate mining entities, so I guess my request is really nonsense. I'll change the mod...
- Sun Feb 19, 2023 7:39 am
- Forum: Ideas and Suggestions
- Topic: Potentially easy chest-behavior performance optimization
- Replies: 33
- Views: 5273
Re: Potentially easy chest-behavior performance optimization
Inserters inserting into or taking out of a chest virtually never shows up as being slow. The only time that has ever happened is when mods change an inventory size to something crazy (500 to 2000 slots) but no matter what you do at that scale it's going to be slow. What? Can we perhaps start with ...
- Sat Feb 18, 2023 9:38 pm
- Forum: Modding interface requests
- Topic: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process
- Replies: 18
- Views: 1973
Re: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process
I finally found the time to do this as a mod . It works perfectly for on_player_mined_entity and on_robot_mined_entity. However for script_raised_destroy it's not so clear what to do. I have decided to spill the item on the ground. I've added a related modding request at https://forums.factorio.com/...
- Sat Feb 18, 2023 9:21 pm
- Forum: Modding interface requests
- Topic: Restrict item storage and transportation
- Replies: 7
- Views: 308
Re: Restrict item storage and transportation
I'm also curious what the devs have to say to this request. But to be clear: I don't want to change vanilla, I want to give mod authors more possibilities to change the feel of the game. Regarding chest performance: Filters on containers were added in 1.1.62 for mods to configure Added support for c...
- Sat Feb 18, 2023 4:30 pm
- Forum: Modding interface requests
- Topic: Interact with logistic networks via script
- Replies: 0
- Views: 103
Interact with logistic networks via script
I'm playing around with an idea of a pre-bot scripted logistic network that would transition seamlessly into the bot era. For this I'd need to interact with the logistic networks in more ways than the current modding interface allows. For example, I can see whether a logistic request is already bein...
- Sat Feb 18, 2023 4:14 pm
- Forum: Modding interface requests
- Topic: Restrict item storage and transportation
- Replies: 7
- Views: 308
Restrict item storage and transportation
Currently every item can be - in player inventory - in container inventory - moved by belt - moved by inserter - moved by bot - placed on ground I'd like to restrict some items from specific kinds of storage/transportation. Probably items on ground shouldn't be restricted because spilling items on t...
- Sat Feb 18, 2023 2:53 pm
- Forum: Modding interface requests
- Topic: buffer inventory for script_raised_destroy
- Replies: 2
- Views: 193
buffer inventory for script_raised_destroy
I'd like to see a mechanism similar to on_player_mined_entity.buffer , but for script_raised_destroy . Currently it's only possible to add additional items when an entity is mined by player or robot using the buffer inventory. However, when an entity is destroyed using scripts, the only possibility ...
- Sat Feb 18, 2023 12:10 pm
- Forum: Modding interface requests
- Topic: copy-paste by blueprint should trigger an event
- Replies: 4
- Views: 466
Re: copy-paste by blueprint should trigger an event
+1 for any kind of event after pasting over an existing entity (blueprint or copy&paste) Also don't forget to include item tag data when pasting. I'm playing around with an idea that involves adding tags to the blueprint entity when copying a specific building. Upon placement the item tags are m...
- Sat Feb 18, 2023 11:59 am
- Forum: Modding interface requests
- Topic: Improved way to define non-standard recipes
- Replies: 0
- Views: 98
Improved way to define non-standard recipes
I'm looking for better ways to define recipes that consume less than 1 item for a recipe cycle. Like this recipe: A + 10% Catalyzer -> B (There is a 10% chance that the catalyzer will break during operation.) Current possibilities for mod authors: Upscaling the recipe: 10 A + 1 Catalyzer -> 10 B Thi...
- Sat Feb 18, 2023 10:49 am
- Forum: Modding interface requests
- Topic: A setting on recipes to only output 1 item.
- Replies: 12
- Views: 1637
Re: A setting on recipes to only output 1 item.
+1 for better control over probability-based recipes If you create systems containing closed loops on these probabilistic items, that need to be primed, the current situation is really bad and you need large buffers. The fact is, if you run a coin toss simulation for infinite time, you will reach an...
- Fri Feb 17, 2023 8:25 pm
- Forum: Ideas and Suggestions
- Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
- Replies: 11
- Views: 410
Re: [1.1.76] Difficult to add modules to machines with recipes having the same modules as ingredient
If the module slots had requests on them for that exact module, then fine, I'm good with that. If it were possible to add module slot requests when upgrading I wouldn't have the issue in the first place. Maybe the root cause is exactly this. I'm not able to upgrade assembling machines and let bots ...
- Fri Feb 17, 2023 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
- Replies: 11
- Views: 410
Re: [1.1.76] Difficult to add modules to machines with recipes having the same modules as ingredient
I can only repeat: I DO NOT want to change the behavior of inserters. Inserters currently to not insert into module slots of assembling machines and I'd like to keep it this way. I'm talking about grabbing a stack of modules from your inventory and Ctrl-click-dragging them over a bunch of assembling...
- Fri Feb 17, 2023 11:37 am
- Forum: Ideas and Suggestions
- Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
- Replies: 11
- Views: 410
Re: [1.1.76] Difficult to add modules to machines with recipes having the same modules as ingredient
I am not considering this to be a bug. Its always possible to insert modules when assembler has other or no recipe set, when modules are already inserted to one machine its possible to make a copy with a blueprint and let construction robots do the rest. Moving to ideas and suggestions. Thanks for ...
- Fri Feb 17, 2023 11:09 am
- Forum: Ideas and Suggestions
- Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
- Replies: 11
- Views: 410
Re: [1.1.76] Difficult to add modules to machines with recipes having the same modules as ingredient
The worst case could be that you blueprint assemblers with module type A in them but the recipe need module type B. Now it becomes a race between bots and inserters which basically rely on the randomness of which entities are placed first. So you could mess up ratios, consume way more power for a l...
- Fri Feb 17, 2023 7:35 am
- Forum: Modding interface requests
- Topic: Fluid categories
- Replies: 2
- Views: 154
Fluid categories
Some mods could benefit from categorizing fluids like it's done for fuel items at the moment. Fluid fuels: Fluid energy sources currently only support to either use a single fluid using a filter on the fluid box or all fluids with fuel value using no filter. There is no way to make Mk2 buildings req...
- Fri Feb 17, 2023 6:50 am
- Forum: Ideas and Suggestions
- Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
- Replies: 11
- Views: 410
Difficult to add modules to machines with recipes having the same modules as ingredient
At the moment it's really cumbersome to add modules when these are ingredients at the same time. In vanilla, this issue only applies to the speed/efficiency modules, which might not be a big issue, but some mods (PyAlienLife for example) use modules as ingredients on a regular basis. So if I start w...
- Sun Feb 05, 2023 6:00 am
- Forum: Bug Reports
- Topic: [1.1.76] Inserter does not wake up
- Replies: 4
- Views: 519
Re: [1.1.76] Inserter does not wake up
I just found another workaround, but that ultimately also involves the inserter not being inactive. The active belt keeps the inserter active and adding fluid after running out does reactivate the inserter. I'll probably use this for the time being, but a bugfix is still highly appreciated. 2023-02-...
- Sun Feb 05, 2023 5:54 am
- Forum: Bug Reports
- Topic: [1.1.76] Inserter does not wake up
- Replies: 4
- Views: 519
Re: [1.1.76] Inserter does not wake up
This is not good news. This makes it much more difficult to build factories that can restart after ingredient shortage. I've tried loaders instead of inserters, they also get stuck. Or picking up from chest / belt, but they also get stuck. The only workaround I found so far was to add a tank to the ...
- Sat Feb 04, 2023 6:25 pm
- Forum: Bug Reports
- Topic: [1.1.76] Inserter does not wake up
- Replies: 4
- Views: 519
[1.1.76] Inserter does not wake up
Today I stumbled across a salt mine, running out of fuel. After providing fuel it didn't continue without manual intervention. I had to drive there (after many hours not recognizing the issue) and rebuild one of the entities. This is an issue with a barreling machine (furnace), converting empty barr...