Search found 204 matches

by protocol_1903
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 ...
by protocol_1903
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

Ruyeex wrote: Mon Mar 17, 2025 7:03 pm You can enable filters and drag the item you want onto the filter
The request is to not have to enable filtering before dragging the item into the filter
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
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.
by protocol_1903
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?
by protocol_1903
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
by protocol_1903
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
by protocol_1903
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 ...
by protocol_1903
Wed Feb 26, 2025 4:18 pm
Forum: Releases
Topic: Version 2.0.36
Replies: 15
Views: 5707

Re: Version 2.0.36

FactorioBot wrote: Wed Feb 26, 2025 2:28 pm Scripting
  • Added LuaSchedule.
  • Added LuaSpacePlatform::get_schedule().
  • Added LuaTrain::get_schedule().
This. Is. Awesome.
by protocol_1903
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 ...

Go to advanced search