Search found 204 matches
- Thu Mar 20, 2025 12:46 am
- Forum: Modding interface requests
- Topic: [Scripting] ability to disable certain entities just like how freezing works
- Replies: 0
- Views: 121
[Scripting] ability to disable certain entities just like how freezing works
Certain prototypes are not writeable with disabled_by_script, even though they have frozen variations that operate exactly like their disabled counterparts would be expected to operate. Specifically, transport-belt, splitter, underground-belt, pipe-to-ground, and pipe, although the list is likely ...
- Mon Mar 17, 2025 8:12 pm
- Forum: Ideas and Suggestions
- Topic: Inserter filter slots are interactible
- Replies: 3
- Views: 644
Re: Inserter filter slots are interactible
The request is to not have to enable filtering before dragging the item into the filterRuyeex wrote: Mon Mar 17, 2025 7:03 pm You can enable filters and drag the item you want onto the filter
- Thu Mar 13, 2025 7:16 pm
- Forum: Ideas and Suggestions
- Topic: Inserter filter slots are interactible
- Replies: 3
- Views: 644
Inserter filter slots are interactible
TL;DR
Clicking an inserter filter slot while filtering (`Use filters`) is disabled should enable filtering and set a filter.
What?
Currently, clicking on the inserter filter slots does nothing when `Use filters` is off, because the filter slots are non-interactable. I would like to be able to ...
Clicking an inserter filter slot while filtering (`Use filters`) is disabled should enable filtering and set a filter.
What?
Currently, clicking on the inserter filter slots does nothing when `Use filters` is off, because the filter slots are non-interactable. I would like to be able to ...
- Thu Mar 13, 2025 7:10 pm
- Forum: Ideas and Suggestions
- Topic: QoL: Place inserter with enabled filter
- Replies: 4
- Views: 249
- Fri Mar 07, 2025 6:20 am
- Forum: Modding interface requests
- Topic: flow_speed_multiplier as a fluid property
- Replies: 2
- Views: 208
Re: flow_speed_multiplier as a fluid property
To me, this sounds like the exact opposite of what fluids 2.0 wanted to achieve - FFF-416 .
Linking an entire FFF doesn't prove a point. Fluids 2.0 was implemented to solve a few key issues: lag, junctions, unpredictability, black box nature, and flow limitations. It swung way past what it was ...
- Fri Mar 07, 2025 1:45 am
- Forum: Modding interface requests
- Topic: Add related_transport_belt to LuaEntityPrototype
- Replies: 10
- Views: 789
Re: Add related_transport_belt to LuaEntityPrototype
There are many solutions, yes. But I'm not looking for a way to do it. I'm asking for the right way to do it to be made available. :D I have a working hack to smuggle the relevant information from the prototype/data stage through to the control stage. But that's not the right way to do it, and it ...
- Fri Mar 07, 2025 1:41 am
- Forum: Modding interface requests
- Topic: flow_speed_multiplier as a fluid property
- Replies: 2
- Views: 208
flow_speed_multiplier as a fluid property
I think that each fluid should have some viscosity or flow speed multiplier property, such that each fluid can flow faster or slower through a network. Stuff like gases can be uber fast, and liquids can be slower. Perhaps also a temperature dependent multiplier as well, so that hotter/colder fluids ...
- Wed Mar 05, 2025 4:45 pm
- Forum: Modding interface requests
- Topic: Add related_transport_belt to LuaEntityPrototype
- Replies: 10
- Views: 789
Re: Add related_transport_belt to LuaEntityPrototype
When doing mods like these, I prefer to use entity-name instead of any other properties. (Most) mods follow the same conventions for naming similar entities (pipes, splitters, pipe to grounds, underground belts) so by knowing what the convention is, you should be able to find what the associated ...
- Wed Mar 05, 2025 4:40 pm
- Forum: Modding interface requests
- Topic: [2.0.14] Add more ways for quality to affect items
- Replies: 21
- Views: 2785
Re: [2.0.14] Add more ways for quality to affect items
Ideally, we don't want hardcoded quality levels as mods can change that (i.e. add or remove levels), so we need either tuple-factor as was suggested above, or use expression formula like "80 + 20*q", and we definitely would need a special flag "override_quality_control" (default: false) on ...
- Wed Mar 05, 2025 4:35 pm
- Forum: Modding interface requests
- Topic: A setting on recipes to only output 1 item.
- Replies: 20
- Views: 5445
Re: A setting on recipes to only output 1 item.
Distributed weight results would be perfect. I've looked to try to do this before but I never liked the potential for getting a random number of outputs.
- Wed Mar 05, 2025 4:32 pm
- Forum: Modding interface requests
- Topic: Api Request : Add defines.inventory.assembling_machine_trash & a way to write in assembling machine inv
- Replies: 4
- Views: 410
Re: Api Request : Add defines.inventory.assembling_machine_trash & a way to write in assembling machine inv
+1, perhaps instead you could write to the output slots and if it's beyond the current recipe outputs, it becomes trash slots?
- Wed Mar 05, 2025 4:30 pm
- Forum: Modding interface requests
- Topic: Add "accepted_seeds" or seed categories to agricultural-tower
- Replies: 6
- Views: 390
Re: Add "possible_inputs" to agricultural-tower
+1 for being able to specify categories
- Wed Mar 05, 2025 4:28 pm
- Forum: Modding interface requests
- Topic: LuaPlayer::zoom very limited compared to 1.1
- Replies: 14
- Views: 1962
- Wed Mar 05, 2025 4:28 pm
- Forum: Modding interface requests
- Topic: Make LuaEntity::selection_priority modifiable at runtime
- Replies: 2
- Views: 177
Re: Make LuaEntity::selection_priority modifiable at runtime
Perhaps having a per-player property, modifiable by mods, to ignore selection boxes of a specified priority range, or of specific flags? That way you could just ignore the elevated rails, or just ignore belts, etc
- Wed Mar 05, 2025 4:27 pm
- Forum: Modding interface requests
- Topic: LuaRendering::draw_icon()
- Replies: 2
- Views: 217
Re: LuaRendering::draw_icon()
+1, would help immensely in a number of scenarios I've seen recently.
A built-in quality draw option would be welcome too if something icon specific is being added anyways, but unlike the above it already has workarounds.
This would also be awesome, perhaps when specifying a sprite for LuaGUI ...
A built-in quality draw option would be welcome too if something icon specific is being added anyways, but unlike the above it already has workarounds.
This would also be awesome, perhaps when specifying a sprite for LuaGUI ...
- Wed Feb 26, 2025 4:18 pm
- Forum: Releases
- Topic: Version 2.0.36
- Replies: 15
- Views: 5707
Re: Version 2.0.36
This. Is. Awesome.FactorioBot wrote: Wed Feb 26, 2025 2:28 pm Scripting
- Added LuaSchedule.
- Added LuaSpacePlatform::get_schedule().
- Added LuaTrain::get_schedule().
- Mon Feb 24, 2025 6:12 pm
- Forum: Won't implement
- Topic: Make items_per_trigger = 0 a special case
- Replies: 2
- Views: 217
- Mon Feb 24, 2025 6:10 pm
- Forum: Modding interface requests
- Topic: Add Placement Limit Category prototype
- Replies: 1
- Views: 122
- Mon Feb 24, 2025 6:08 pm
- Forum: Modding interface requests
- Topic: Add Factoriopedia Recipe Category Group prototype
- Replies: 2
- Views: 207
- Wed Feb 19, 2025 5:14 pm
- Forum: Pending
- Topic: [2.0.34] LuaEntity (pipe-to-ground) has invalid properties after being marked for deconstruction
- Replies: 1
- Views: 127
[2.0.34] LuaEntity (pipe-to-ground) has invalid properties after being marked for deconstruction
When accessing the on_marked_for_deconstruction event, any LuaEntity of type `pipe-to-ground` cannot have it's `direction` property queried. If attempted, it crashes the game. This is likely due to it being in a deconstructed state. I attempted to get around this by temporarily reconstructing it ...