Search found 29 matches
- Sun Sep 08, 2024 5:09 am
- Forum: Documentation Improvement Requests
- Topic: [1.1.110] movement_slow_down_cooldown
- Replies: 0
- Views: 104
[1.1.110] movement_slow_down_cooldown
BaseAtttackParameters::movement_slow_down_cooldown This property only applies to the Character firing a Gun . The current description: movement_slow_down_cooldown :: float optional Default: equal to cooldown property The property in fact seems to be a number of ticks that the penalty is applied. Al...
- Thu Aug 29, 2024 3:08 pm
- Forum: Modding interface requests
- Topic: Event on_post_tick
- Replies: 0
- Views: 175
Event on_post_tick
What? An event that fires every tick like on_tick , but fires after the tick has completed. Why? Some code is better to run before stuff happens while other code is better to run after. In one of my mods i paint the state of machines on top of them for easier reading of where you should direct your...
- Thu Sep 07, 2023 1:22 pm
- Forum: Resolved Requests
- Topic: Server_save
- Replies: 1
- Views: 552
Server_save
The description of game.server_save does not make it obvious that it only works in multiplayer mode. Or more specifically that it does nothing in singleplayer mode.
- Wed Sep 06, 2023 11:53 am
- Forum: Minor issues
- Topic: [1.1.89] Handcrafting some recipes takes 1 additional tick
- Replies: 3
- Views: 1096
Re: [1.1.89] Handcrafting some recipes takes 1 additional tick
Treating this as a minor issue is fair. As it doesn't interfere with general gameplay and is really just an inaccuracy. That said, i do still believe it is relevant to get it fixed. For normal gameplay this issue doesn't matter that much. However it is relevant for some modded configurations, for sp...
- Thu Aug 24, 2023 11:11 am
- Forum: Minor issues
- Topic: [1.1.89] Handcrafting some recipes takes 1 additional tick
- Replies: 3
- Views: 1096
[1.1.89] Handcrafting some recipes takes 1 additional tick
Brief Crafting recipes, with the character, such as iron-gear-wheel or transport-belt takes 31 ticks instead of 30 ticks. While recipes such firearm-magazine or underground-transport-belt take the expected 60 ticks. Where? This issue seem to be reserved to crafting with the character (handcrafting)...
- Tue Apr 25, 2023 1:15 pm
- Forum: Modding interface requests
- Topic: expose autosave interval
- Replies: 3
- Views: 913
Re: expose autosave interval
https://lua-api.factorio.com/latest/Lua ... ve_enabled is read/write.
So couldn't you just disable it while your mod is active?
Effectively forcing the user of your mod to use your custom timer.
So couldn't you just disable it while your mod is active?
Effectively forcing the user of your mod to use your custom timer.
- Mon Apr 03, 2023 3:53 am
- Forum: Modding interface requests
- Topic: On_research_queued event
- Replies: 5
- Views: 1248
Re: On_research_queued event
I can try pulling the research queue, the next time I look at the mod.
on_research_finished and on_research_started doesn't really work for me. As that would mean the research tasks are added to the task list on a nearly random point.
on_research_finished and on_research_started doesn't really work for me. As that would mean the research tasks are added to the task list on a nearly random point.
- Sat Apr 01, 2023 8:33 am
- Forum: Modding interface requests
- Topic: Extend on_player_fast_transferred with item dropped (Z)
- Replies: 1
- Views: 586
Extend on_player_fast_transferred with item dropped (Z)
Dropping items on entities doesn't trigger any events There is a fairly specific handling of dropping items on entities where only one item is fast-transferred. However neither on_player_fast_transferred or on_player_dropped_item triggers when this happens. Change event fast-transferred I would pre...
- Sat Apr 01, 2023 7:47 am
- Forum: Modding interface requests
- Topic: On_research_queued event
- Replies: 5
- Views: 1248
Re: On_research_queued event
I don't particularly care about dequeued technologies, since cancelling research is easily done by going back in time and just not queuing it. But i can see why it would matter for other uses :) on_research_queue_changed would need to have an indicator of the index and if the item was queued or dequ...
- Thu Mar 30, 2023 10:00 pm
- Forum: Modding interface requests
- Topic: Add a local_save equivalent
- Replies: 4
- Views: 1099
Re: Add a local_save equivalent
I can use 'game.auto_save(name)' to save the game locally on demand as a workaround, but it prepends the name with '_autosave-'. The autosave is also marked as an autosave , which means it can only be overwritten by another autosave-save which is annoying. I would prefer game.server_save to work in...
- Thu Mar 30, 2023 8:56 am
- Forum: Modding interface requests
- Topic: On_research_queued event
- Replies: 5
- Views: 1248
On_research_queued event
What I would like an event on_research_queued similar to on_research_started . How Fields: research :: LuaTechnology -> the queued technology queue_index :: uint -> the research queue index of the technology name :: defines.event tick :: uint I can probably handle any implementation, but having the...
- Thu Mar 09, 2023 11:23 pm
- Forum: Modding help
- Topic: Setting Up a Dev Environment
- Replies: 4
- Views: 1413
Re: Setting Up a Dev Environment
I don't think it is actually possible to get "my blueprints". At least I couldn't find anything even remotely similar.
I guess you have to choose between Typescript or the mod toolkit. I would choose the latter.
I guess you have to choose between Typescript or the mod toolkit. I would choose the latter.
- Sat Feb 18, 2023 6:01 am
- Forum: Modding help
- Topic: Problems with LuaControl.cancel_crafting()
- Replies: 2
- Views: 761
Re: Problems with LuaControl.cancel_crafting()
If the problem is that you are changing the crafting queue order, then you can try to iterate backwards.
- Tue Feb 14, 2023 3:07 pm
- Forum: Ideas and Requests For Mods
- Topic: remote "Presence" building.
- Replies: 2
- Views: 1110
Re: remote "Presence" building.
Would something like Avatars work for you?
- Tue Feb 07, 2023 11:33 am
- Forum: Not a bug
- Topic: [1.1.76] Module inventory get_insertable_count return wrong count
- Replies: 2
- Views: 1770
Re: [1.1.76] Module inventory get_insertable_count return wrong count
Somewhat related. It is also reported wrong for fast assemblers unbarreling. /c do local p = game.player local item = "water-barrel" local e2 = p.surface.create_entity{name="assembling-machine-3",position={-1,2},force=p.force} e2.set_recipe("empty-water-barrel") e2.get_...
- Tue Feb 07, 2023 10:34 am
- Forum: Not a bug
- Topic: [1.1.76] Module inventory get_insertable_count return wrong count
- Replies: 2
- Views: 1770
[1.1.76] Module inventory get_insertable_count return wrong count
This is for scripting and it applies at least to assembling machines & beacons. Module inventories get_insertable_count reports a count that is off by a factor 50. Which aligns with the stack-size of modules. For an empty beacon I would expect get_insertable_count to return 2. Reproduction code:...
- Sun Feb 05, 2023 7:09 am
- Forum: Outdated/Not implemented
- Topic: Event: on_pre_save - to interact before a save state is finalized
- Replies: 1
- Views: 887
Event: on_pre_save - to interact before a save state is finalized
TL;DR Give mods the option to manipulate LUA::global before a Save The opposite of on_load . What ? Fire an event either on: on_save on_pre_save Where mods gets a chance to prepare the save state in some way. With the potential event-data: player_index::uint? - if saved for one player, the index of...
- Mon Dec 05, 2022 4:16 pm
- Forum: Modding help
- Topic: Transfer data between games
- Replies: 3
- Views: 1324
Re: Transfer data between games
Okay that sounds cumbersome to say the least, but I guess it is better than nothing. I have absolutely zero experience with RCON, so let me try to wrap my head around it. I would then need to setup an RCON client (maybe https://github.com/mark9064/factorio-rcon-py ) I would then need to launch Facto...
- Mon Dec 05, 2022 12:19 pm
- Forum: Modding help
- Topic: Transfer data between games
- Replies: 3
- Views: 1324
Transfer data between games
Is it possible for a mod to store some data in game A, and then for the mod to load that data in game B? For instance, you have a time trial mod. Where the goal is produce the most iron-plates in 30 minutes. So to compare, you would first run the time trial and produce 1020 iron-plates. Then next ti...
- Mon Dec 05, 2022 11:23 am
- Forum: Minor issues
- Topic: [1.1.73] LuaTechnology artillery upgrades has upgrade set to false
- Replies: 3
- Views: 1302
Re: [1.1.73] LuaTechnology artillery upgrades has upgrade set to false
I can't see their relation, except they both mention artillery.FuryoftheStars wrote: βSat Dec 03, 2022 4:25 pmI think this may be related: viewtopic.php?f=23&t=103658
This report is of the discrepancy between [artillery-shell-range-1, artillery-shell-speed-1] and all other weapon upgrade technologies.