Search found 27 matches

by SWeini
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 ...
by SWeini
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...
by SWeini
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 ...
by SWeini
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/...
by SWeini
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...
by SWeini
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...
by SWeini
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...
by SWeini
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 ...
by SWeini
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...
by SWeini
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...
by SWeini
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...
by SWeini
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 ...
by SWeini
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...
by SWeini
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 ...
by SWeini
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...
by SWeini
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...
by SWeini
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...
by SWeini
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-...
by SWeini
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 ...
by SWeini
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...

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