Search found 7 matches

by Anfilt
Sat Oct 29, 2022 8:19 am
Forum: Won't implement
Topic: Add something along the lines pre_final_build_collision_check
Replies: 9
Views: 2428

Re: Add something along the lines pre_final_build_collision_check

Thinking about it again, they could probably add a new event for your request without having the cursor part of the game state. It's like a build event, just not successful. Yea that was my thought. If you're curious when those `on_load` events fire then you can read more here . And those are event...
by Anfilt
Sat Oct 29, 2022 6:46 am
Forum: Modding interface requests
Topic: Allow Sprite Variations to have a direction Component
Replies: 0
Views: 492

Allow Sprite Variations to have a direction Component

Right now entities that use a sprite variations when placing will use the first sprite. However, for an entity that is non-square like 2x5 in size this interacts weirdly with rotation, as the first variation will not line up with all rotations of that entity. For example I have an entity that I want...
by Anfilt
Sat Oct 29, 2022 4:33 am
Forum: Won't implement
Topic: Add something along the lines pre_final_build_collision_check
Replies: 9
Views: 2428

Re: Add something along the lines pre_final_build_collision_check

Not to mention, the cursor isn't part of the game state. Meaning it's not possible for a mod to do calculations on the location of an item in the cursor, because it would desync. In Factorio all clients do all calculations for all players. Meaning if you have Factory Planner installed, and your fri...
by Anfilt
Sat Oct 29, 2022 4:21 am
Forum: Won't implement
Topic: Add something along the lines pre_final_build_collision_check
Replies: 9
Views: 2428

Re: Add something along the lines pre_final_build_collision_check

One problem for the entity to be red: it would have to apply *every time* the entity could be built by the cursor. Filtering for an item or entity specifically might not be bad for singular entities, but to check every entity in a blueprint every time the blueprint is moved would be extremely disru...
by Anfilt
Sat Oct 29, 2022 4:12 am
Forum: Won't implement
Topic: on_pre_build event, but when unable to build
Replies: 3
Views: 1501

Re: on_pre_build event, but when unable to build

I will add I kinda have been wanting something similar hence this post here: viewtopic.php?f=28&t=103637
by Anfilt
Sat Oct 29, 2022 4:10 am
Forum: Modding interface requests
Topic: Direction information of the player cursor
Replies: 3
Views: 1152

Re: Direction information of the player cursor

I would also like to add this would be quite helpful to have. For something I am working on this would be quite handy as well. Trying to figure out some way to work around the cursor being such a black box right now. Other than the cursor stack.
by Anfilt
Sun Oct 02, 2022 8:48 pm
Forum: Won't implement
Topic: Add something along the lines pre_final_build_collision_check
Replies: 9
Views: 2428

Add something along the lines pre_final_build_collision_check

So my idea is pretty simple for the event. The event is only fired/called after all checks game normally runs determines an entity can be placed, but right before it passes that boolean result to the rest of the game. Then the handler for event checks whatever criteria it wants and just returns fals...

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