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 ...
Search found 105 matches
- Mon Apr 07, 2025 5:02 pm
- Forum: Documentation Improvement Requests
- Topic: LuaControl::open_factoriopedia_gui has wrong parameter type
- Replies: 0
- Views: 112
- 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 ...
I fairly regularly make my script trigger handlers a lookup based on the effect ...
- 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 ...
The problem associated with this, is that there's a number of jank to either fill in the slot that just spoiled, or to ...
- 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)
(and I object to the fact that this was poorly formulated.. I thought the multiple triggers was intentional)
- 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
Being able to make a sister mod (or just bringing it into discovery tree) that works for factoriopedia would be super nice
- 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 ...
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 ...
- 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 ...
There might be more on other objects, but this is what I can easily find:
LuaEntity::last_user ...
- 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 ...
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 ...
- Sat Mar 08, 2025 1:09 am
- Forum: Documentation Improvement Requests
- Topic: StatelessVisualisation uses expanded definiton of a pre-existing type
- Replies: 2
- Views: 282
StatelessVisualisation uses expanded definiton of a pre-existing type
StatelessVisualisation::nested_visualisations uses the type or array[type] format despite StatelessVisualisations already being that.
- 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
- 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 ...
- 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 ...
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 ...
- Thu Feb 27, 2025 3:12 pm
- Forum: Modding interface requests
- Topic: LuaRecord::get_active_index not usable
- Replies: 1
- Views: 225
Re: LuaRecord::get_active_index not usable
Fixed in 2.0.35
- Thu Feb 27, 2025 3:02 pm
- Forum: Modding interface requests
- Topic: Add "accepted_seeds" or seed categories to agricultural-tower
- Replies: 6
- Views: 415
Re: Add "possible_inputs" to agricultural-tower
+1 I'm all for new categories
- 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 ...
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 ...
- 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 ...
It would really just be the UtilityConstants::factoriopedia_recycling_recipe_categories promoted to a full prototype.
Edit: I realize I forgot to describe ...
- 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 ...
This is useful for when you need to add new recycling categories for ...
- 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 ...
1 per surface per force? or just globally per surface ...
- 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
- 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 ...
I noticed that the base game defines an `audible_distance_modifier` on the SoundAccent s it provides, which is missing ...