Search found 105 matches

by PennyJim
Mon Apr 07, 2025 5:02 pm
Forum: Documentation Improvement Requests
Topic: LuaControl::open_factoriopedia_gui has wrong parameter type
Replies: 0
Views: 112

LuaControl::open_factoriopedia_gui has wrong parameter type

LuaControl::open_factoriopedia_gui clearly lists "PrototypeBase" as its parameter
I feel confident in saying that it should've been LuaPrototypeBase

Edit: People with the power peeked and it seems like it's *actually* supposed to be an entirely new type. I'll let the people who can actually see ...
by PennyJim
Wed Mar 26, 2025 7:08 pm
Forum: Modding interface requests
Topic: Make a script trigger event effect
Replies: 0
Views: 92

Make a script trigger event effect

We now have CustomEventPrototype s, and I think this promotion should trickle down to the script triggers. This could be by modifying the script trigger effect, but I'm thinking more like an alternative effect entirely.

I fairly regularly make my script trigger handlers a lookup based on the effect ...
by PennyJim
Wed Mar 26, 2025 6:50 pm
Forum: Modding interface requests
Topic: Make Items Spoiling (or the script trigger) a separate event
Replies: 0
Views: 63

Make Items Spoiling (or the script trigger) a separate event

Currently, everyone is using the spoil_trigger with a script trigger to react to special items spoiling. Using it to add features that simply aren't possible for various reasons.

The problem associated with this, is that there's a number of jank to either fill in the slot that just spoiled, or to ...
by PennyJim
Wed Mar 26, 2025 5:52 pm
Forum: Won't implement
Topic: Make items_per_trigger = 0 a special case
Replies: 2
Views: 249

Re: Make items_per_trigger = 0 a special case

Completed as of 2.0.42 with 127568

(and I object to the fact that this was poorly formulated.. I thought the multiple triggers was intentional)
by PennyJim
Wed Mar 26, 2025 5:42 pm
Forum: Modding interface requests
Topic: Allow editing Factoriopedia visibility at runtime
Replies: 5
Views: 307

Re: Allow editing Factoriopedia visibility at runtime

+1 The discovery tree mod is very fun for when an overhaul can be initially very overwhelming

Being able to make a sister mod (or just bringing it into discovery tree) that works for factoriopedia would be super nice
by PennyJim
Wed Mar 26, 2025 5:35 pm
Forum: Implemented mod requests
Topic: Add LuaControl::open_factoriopedia_gui(prototype?)
Replies: 4
Views: 535

Re: Add LuaControl::open_factoriopedia_gui(prototype?)

+1 Could be combined with a CustomInput bound to the open factoriopedia keybind to do some complex factoriopedia behavior.

I don't have any particular needs, but I do have ideas.
Like if you're reusing a common entity in a compound entity you can choose to open the entity that represents *that ...
by PennyJim
Sun Mar 09, 2025 11:02 pm
Forum: Documentation Improvement Requests
Topic: R/W differences not properly documented
Replies: 0
Views: 125

R/W differences not properly documented

The documentation can support describing different read and write types (as evidenced by LuaControl::force , but it's missing on a number of LuaEntity fields and only described in the description.

There might be more on other objects, but this is what I can easily find:

LuaEntity::last_user ...
by PennyJim
Sat Mar 08, 2025 1:26 am
Forum: Documentation Improvement Requests
Topic: Please remove/split struct or array[struct] definitions
Replies: 0
Views: 247

Please remove/split struct or array[struct] definitions

There's times I want to annotate a function to only take/return the struct, not the array possibility. The definition for the type being tied to it, is annoying.

I'd much rather the places that use it hold the responsibility to do the type or array[struct] definition.
On the other hand, you can ...
by PennyJim
Fri Mar 07, 2025 3:00 pm
Forum: Modding interface requests
Topic: Set a default starter pack when multiple starter packs exist
Replies: 2
Views: 225

Re: Set a default starter pack when multiple starter packs exist

+1 either that or have it remember which one was last chosen
by PennyJim
Wed Mar 05, 2025 1:14 pm
Forum: Documentation Improvement Requests
Topic: Add Auxillary page about Multiplayer structure/determinism
Replies: 2
Views: 364

Re: Add Auxillary page about Multiplayer structure/determinism


From a modding perspective mods never have to care about "all player events run on all instances". Mods simply listen to events and react to those events. Additionally using floats or not has no impact on modding - they work just fine.

So I'm not sure what you expect to have explained?


Exactly ...
by PennyJim
Mon Mar 03, 2025 2:57 am
Forum: Documentation Improvement Requests
Topic: Add Auxillary page about Multiplayer structure/determinism
Replies: 2
Views: 364

Add Auxillary page about Multiplayer structure/determinism

There's a number of users who get confused about the structure of multiplayer, and being able to have a page to point to that addresses common misinterpretations would be nice.

One I've seen a couple times is that player specific events are still run on every player's computer.
Maybe it won't need ...
by PennyJim
Mon Feb 24, 2025 1:44 am
Forum: Won't implement
Topic: Make items_per_trigger = 0 a special case
Replies: 2
Views: 249

Make items_per_trigger = 0 a special case

Currently SpoiltoTrigger::items_per_trigger only allows positive values.
My hope is that setting it to 0 would allow us to indicate that we only want it to trigger at most once per stack.

I'm playing with the idea of a script trigger to allow a stack to very specifically decay (spoil) in half ...
by PennyJim
Sat Feb 22, 2025 1:57 am
Forum: Modding interface requests
Topic: Add Factoriopedia Recipe Category Group prototype
Replies: 2
Views: 218

Add Factoriopedia Recipe Category Group prototype

I'm not sold on the name I made up for it, but I would like to be able to create our own recipe groups just like the "Recycling recipes" group

It would really just be the UtilityConstants::factoriopedia_recycling_recipe_categories promoted to a full prototype.

Edit: I realize I forgot to describe ...
by PennyJim
Sat Feb 22, 2025 1:51 am
Forum: Resolved Requests
Topic: Utility Constants missing factoriopedia_recycling_recipe_categories
Replies: 1
Views: 210

Utility Constants missing factoriopedia_recycling_recipe_categories

You can add recipe categories to `data.raw["utility-constants"].default.factoriopedia_recycling_recipe_categories` and have recipes belonging to those categories appear in a section titled "Recycling recipes" in factoriopedia.

This is useful for when you need to add new recycling categories for ...
by PennyJim
Sat Feb 22, 2025 1:41 am
Forum: Modding interface requests
Topic: Add Placement Limit Category prototype
Replies: 1
Views: 134

Add Placement Limit Category prototype

A common desire, is to be able to enforce an "n per surface" or "n per save" placement condition. Every time this has been brought up in the discord, the following questions tend to get brought up to show how it's more complex than first blush:
1 per surface per force? or just globally per surface ...
by PennyJim
Wed Jan 29, 2025 4:01 pm
Forum: Resolved Requests
Topic: SoundAccent::audible_distance_modifier not in documentation
Replies: 3
Views: 313

Re: SoundAccent::audible_distance_modifier not in documentation

Ah yeah that's my fault for forgetting I had an update I haven't let happen
by PennyJim
Wed Jan 29, 2025 1:31 am
Forum: Resolved Requests
Topic: SoundAccent::audible_distance_modifier not in documentation
Replies: 3
Views: 313

SoundAccent::audible_distance_modifier not in documentation

I was looking at how the foundry did the sound waypoints I remember hearing in a FFF. Just to see if I could somehow piggyback off that system to do smoke (doesn't look possible).

I noticed that the base game defines an `audible_distance_modifier` on the SoundAccent s it provides, which is missing ...

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