Search found 18 matches

by Asynchron
Sat Mar 16, 2024 5:53 pm
Forum: Modding help
Topic: Blueprint orientation when still in hand (not pasted).
Replies: 2
Views: 184

Blueprint orientation when still in hand (not pasted).

Hi, How do you find the orientation of a blueprint that is to be pasted? I was thinking on making a small mod that would deconstruct entities that matched entities in blueprint. I.e. say on "ALT + mouse click", the script would read blueprint in hand, and then look for matching entities on...
by Asynchron
Sat Sep 09, 2023 8:52 pm
Forum: Modding discussion
Topic: Webassembly instead of/alongside lua?
Replies: 2
Views: 939

Re: Webassembly instead of/alongside lua?

Having WebAssembly alongside Lua would also take a lot of work for the developers, and the two are very different internally. (One is a RAM-based bytecode meant to be compiled into machine code and made for whole applications, the other is a garbage-collected language meant to be interpreted and ma...
by Asynchron
Sun Jul 23, 2023 7:46 pm
Forum: Modding discussion
Topic: Webassembly instead of/alongside lua?
Replies: 2
Views: 939

Webassembly instead of/alongside lua?

Hi So just wondering, how complicated would be to add support for webassembly mods alongside lua mods? If this is too much for this game, would you consider something as webassembly instead of lua, in a future game similar to factorio (if you'd make one?) Lua is nice for having sandboxed environment...
by Asynchron
Fri Dec 16, 2022 2:19 pm
Forum: Implemented in 2.0
Topic: make assembly machines wireable
Replies: 17
Views: 8817

Re: make assembly machines wireable

If I want an assembling machine stop, I wire the output inserter and deactivate it on the relevant condition. Output is immediately stopped. Or if it is a very expensive product it creates, one of the input inserters. In this case, current buffers are emptied, then production stops. Or I wire both....
by Asynchron
Fri Dec 09, 2022 11:11 pm
Forum: Not a bug
Topic: [1.1.72][Lua] corrupt defines.circuit_connector_id
Replies: 7
Views: 1380

Re: [1.1.72][Lua] corrupt defines.circuit_connector_id

Sure, that was clear from the first reply, that I did do a wrong assumption, about those defines, given they are grouped under a single group called circuit_connector_id here . So, in order for someone else to not fall in same pitfall as me, imho would be nice to have this explicitly stated rather t...
by Asynchron
Mon Dec 05, 2022 12:20 pm
Forum: Won't implement
Topic: lua as dll
Replies: 3
Views: 1097

Re: lua as dll

So basically you're saying that most of lua functions (C functions from lua lib) are inlined to avoid function call right?

Btw, I obviously meant shared library, which dll is in windows.
by Asynchron
Mon Dec 05, 2022 11:40 am
Forum: Won't implement
Topic: On pre save request
Replies: 7
Views: 1738

Re: On pre save request

ok, at the moment I don't think I have an enough strong case for adding pre_save (I just don't try saving anymore) given the problems you've mentioned, but if there will be, I'll post it here. In regards to transferring lua state, I didn't imply it to be used for saving files too (which would cause ...
by Asynchron
Mon Dec 05, 2022 10:24 am
Forum: Won't implement
Topic: [lua][feature] User defined data attached to lua entity
Replies: 6
Views: 1836

Re: [lua][feature] User defined data attached to lua entity

Hi, thx for info, To clarify, does this mean that LuaEntity isn't a direct mapping to internal representation of said object, and upon querying a field or other, they might pull data from different objects in the engine? In regards for multiple mods, indeed it would be a nightmare if implemented at ...
by Asynchron
Mon Dec 05, 2022 10:19 am
Forum: Won't implement
Topic: On pre save request
Replies: 7
Views: 1738

Re: On pre save request

Well the thing with global table is that you have to do this restoration manually, which complicates things if you for example use typescript to lua compiler, as they add some logic to compiled ts classes to lua to make their behavior compatible, and basically would require you to mess with their ru...
by Asynchron
Sun Dec 04, 2022 10:17 pm
Forum: Won't implement
Topic: On pre save request
Replies: 7
Views: 1738

On pre save request

Hi team, I've noticed there is no pre_save event in factorio. Could it be added into the api? This prevents any proper saving of information by a mod when player is trying to save. If you have some info that is not yet saved in save table (forgot how it is called), then there is a chance that upon s...
by Asynchron
Sun Dec 04, 2022 9:50 pm
Forum: Won't implement
Topic: [lua][feature] User defined data attached to lua entity
Replies: 6
Views: 1836

Re: [lua][feature] User defined data attached to lua entity

Thanks for help, I wasn't sure if modding interface requests forum was appropriate, since it felt more like requests down to specific api enhancements and not more general topics. If someone could move them to modding interface requests, that would be appreciated. Now onto thread you've shared. This...
by Asynchron
Sun Dec 04, 2022 3:14 pm
Forum: Won't implement
Topic: lua as dll
Replies: 3
Views: 1097

lua as dll

Hi, So I've been looking over bin folder of Factorio, and noticed that there isn't any lua dll present there, meaning that most probably it was statically linked into executable. I'm just wondering, would it be possible to have a Factorio version that uses lua as a dll, or is there one already? (I'm...
by Asynchron
Sat Dec 03, 2022 8:19 pm
Forum: Won't implement
Topic: [lua][feature] User defined data attached to lua entity
Replies: 6
Views: 1836

[lua][feature] User defined data attached to lua entity

Hi, Just wondering is it possible to add capability to attach mod data to the lua entity itself? i.e. given a lua entity 'a': a.user_data = 'my fancy data' print a.user_data // will print 'my fancy data' Such functionality will allow storing arbitrary information on entity itself and will eliminate ...
by Asynchron
Sat Dec 03, 2022 8:03 pm
Forum: This Forum
Topic: Forum name change
Replies: 23
Views: 9538

Re: Forum name change

Hi,

Can someone change my username to Asynchron, please?

Thanks,
Asynchron.
by Asynchron
Sat Dec 03, 2022 1:29 am
Forum: Not a bug
Topic: [1.1.72][Lua] corrupt defines.circuit_connector_id
Replies: 7
Views: 1380

Re: [1.1.72][Lua] corrupt defines.circuit_connector_id

I think you've misunderstood last reply. I didn't suggest to modify engine, but rather to just document those defines on api page mentioning this particular behavior you've explained in this thread, i.e. that they aren't necessarily unique, and actually they need another field to be checked for them...
by Asynchron
Fri Dec 02, 2022 10:32 pm
Forum: Not a bug
Topic: [1.1.72][Lua] corrupt defines.circuit_connector_id
Replies: 7
Views: 1380

Re: [1.1.72][Lua] corrupt defines.circuit_connector_id

Thx for clarification, This isn't quite clear from the api, and you'd expect to be able to differentiate which circuit id you're using from the list defined here: https://lua-api.factorio.com/next/defines.html#defines.circuit_connector_id I.e. circuit_connection_id.accumulator != circuit_connection_...
by Asynchron
Fri Dec 02, 2022 9:56 pm
Forum: Modding interface requests
Topic: [Lua][feature] event for circuit network modification
Replies: 0
Views: 486

[Lua][feature] event for circuit network modification

Hi team, and everyone, So I've been working on a pet mod for myself, which tries to employ circuit networks to do discovery of entities that should interact between themselves. The problem here is: there is no event that can notify my mod if a circuit network has changed, where by change I mean addi...
by Asynchron
Fri Dec 02, 2022 9:31 pm
Forum: Not a bug
Topic: [1.1.72][Lua] corrupt defines.circuit_connector_id
Replies: 7
Views: 1380

[1.1.72][Lua] corrupt defines.circuit_connector_id

Hi team, I'm not completely sure if this is a bug since the api doesn't provide which values are contained in elements of defines.circuit_connector_id, however I've found something strange while working on a pet mod for myself. Given the test code in data section with no mod other than my own: funct...

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