Search found 21 matches

by safthelamb@gmail.com
Thu Apr 24, 2025 6:20 pm
Forum: Implemented mod requests
Topic: Add a damage parameter for projectiles to surface.create_entity
Replies: 6
Views: 457

Re: Add a damage parameter for projectiles to surface.create_entity

I also noticed that projectiles spawned don't have a quality even when specified while spawning:


game.print("ammo_quality="..(ammo_stack and ammo_stack.quality.name or "nil"))
local projectile = surface.create_entity{
name = "smart-rounds-magazine",
source = event.source_entity,
position ...
by safthelamb@gmail.com
Tue Apr 22, 2025 8:58 pm
Forum: Implemented mod requests
Topic: Add a damage parameter for projectiles to surface.create_entity
Replies: 6
Views: 457

Add a damage parameter for projectiles to surface.create_entity

I am spawning projectiles at runtime with an `on_script_trigger_effect` , but they are not inheriting the damage modifiers from projectile damage technologies. I am setting the source and cause entities when available, but the projectiles still only apply the base projectile's damage. I spoke with ...
by safthelamb@gmail.com
Fri Mar 21, 2025 6:33 pm
Forum: Mods
Topic: Telogistics
Replies: 2
Views: 960

Re: Telogistics

Calling a mod developer untalented and lazy when they were kind enough to make the mod in the first place is a terrible way to ask other mod developers to implement your request.

And as the creator said in the thread where you made this request ( https://mods.factorio.com/mod/Telogistics/discussion ...
by safthelamb@gmail.com
Wed Feb 26, 2025 12:34 am
Forum: Implemented mod requests
Topic: Add "accepted_seeds" or seed categories to agricultural-tower
Replies: 9
Views: 704

Re: Add "possible_inputs" to agricultural-tower

Cross-posting from here, I'd searched but had missed this post. +1, this would be greatly beneficial for using the agricultural tower in more unique and diverse contexts while modding.
by safthelamb@gmail.com
Mon Feb 24, 2025 7:39 am
Forum: Ideas and Suggestions
Topic: Add input filters to Agricultural tower prototype
Replies: 1
Views: 254

Add input filters to Agricultural tower prototype

TL;DR
Being able to set a filter for [Agricultural Tower](https://lua-api.factorio.com/latest/prototypes/AgriculturalTowerPrototype.html) input items would allow for better distinct agricultural towers in mods.

What?
Currently there is no way to limit what plants different agricultural towers ...
by safthelamb@gmail.com
Wed Jan 08, 2025 4:50 am
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 36
Views: 3506

Re: Request: Move recycling recipe generation to data-final-fixes

For those looking, an alternative solution has been approved: viewtopic.php?f=65&t=125567

The Quality module will, afaik, still load in data-updates.lua, but mod developers are free to re-run the generate_recycling_recipes loop.
by safthelamb@gmail.com
Mon Jan 06, 2025 6:07 am
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 36
Views: 3506

Re: Request: Move recycling recipe generation to data-final-fixes

+1 as the other dev in the thread linked by brevven. Since all mods effectively depend on the quality module, mods are effectively limited to only modifying recipes in the data stage unless they manually regenerate recycling recipes, which is quite restrictive.

I do genuinely like modifying recipes ...
by safthelamb@gmail.com
Sat Nov 30, 2024 9:36 pm
Forum: Resolved Problems and Bugs
Topic: Residual HR images, not referenced
Replies: 1
Views: 281

Residual HR images, not referenced

Hiya! I didn't find any bug reports on this one, but maybe it's fixed in experimental, I'm on latest stable. I noticed that there are still a low vs high resolution images in the game files, and the prototypes themselves don't reference the hr versions. All cases of standard vs hr .png files still ...
by safthelamb@gmail.com
Fri Nov 22, 2024 12:57 am
Forum: Ideas and Requests For Mods
Topic: Request port 2.0 for Ironclad Gunboat and Mortar Turret
Replies: 1
Views: 375

Re: Request port 2.0 for Ironclad Gunboat and Mortar Turret

Hiya! I'm thinking of doing a port of this for 2.0. Are you interested in both the Mortar Turret and the Gunboat variant of the Ironclad, or only one of the two?
by safthelamb@gmail.com
Fri Jan 19, 2024 8:09 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 43239

Re: Friday Facts #394 - Assembler flipping and circuit control

This looks amazing! Does flipping work for all entity types, e.g. a pipe with limited fluid connections? Asking because I have a mod that lets you remove pipe connections in specific directions, and if they were automatically detected as flippable / rotatable with this change, that would be a ...
by safthelamb@gmail.com
Wed Oct 18, 2023 10:21 pm
Forum: Modding help
Topic: SOLVED: Unable to access custom noise at runtime
Replies: 3
Views: 898

Re: SOLVED: Unable to access custom noise at runtime

UPDATE: I figured it out, the noise layer is not necessary for accessing this at runtime, and for some reason the noise expression cannot be named the same thing as the property being accessed.

The following works:
for _,surface in pairs(game.surfaces) do
local mgs = surface.map_gen_settings
mgs ...
by safthelamb@gmail.com
Mon Oct 16, 2023 3:33 pm
Forum: Modding help
Topic: SOLVED: Unable to access custom noise at runtime
Replies: 3
Views: 898

Re: Unable to access custom noise at runtime

Hmmm, unfortunately I made that change to no avail, "temperature" still gets printed out, but "fertility" is always an empty result.

As a sanity check, I also tried disabling all other mods and left just this one, and none of them seem to be the culprit.

I've also tried not specifying an intended ...
by safthelamb@gmail.com
Mon Oct 16, 2023 7:59 am
Forum: Modding help
Topic: SOLVED: Unable to access custom noise at runtime
Replies: 3
Views: 898

SOLVED: Unable to access custom noise at runtime

Hi!

I'm having trouble accessing custom noise layers at runtime with calculate_tile_properties . I've searched around and I see that from the original post (https://forums.factorio.com/viewtopic.php?p=438975&sid=73a3aebfb45679decff17ce7230ac02b#p438975), you have to add it to property_expression ...
by safthelamb@gmail.com
Mon Sep 11, 2023 3:05 am
Forum: Modding interface requests
Topic: Event when blueprint is rotated/flipped
Replies: 4
Views: 1484

Re: Event when blueprint is rotated/flipped

This almost works, but 1) I ran into too many bugs when changing function call order and details to find the golden bullet per se and 2) replacing the Rotate function isn't viable, since you can't emulate the rotate logic for items in your cursor (with Q).

So it'd still be very handy to have an ...
by safthelamb@gmail.com
Sat Sep 02, 2023 7:07 am
Forum: Implemented mod requests
Topic: Export currently held blueprint library object to item
Replies: 18
Views: 6487

Re: Export currently held blueprint library object to item

Update: While it's very roundabout and requires handling blueprint rotation manually, I was able to come up with a roadmap for a solution within the existing API. I've gotten a proof-of-concept underway locally, and I've documented my current findings here: https://forums.factorio.com/viewtopic.php ...
by safthelamb@gmail.com
Sat Sep 02, 2023 6:58 am
Forum: Modding interface requests
Topic: Event when blueprint is rotated/flipped
Replies: 4
Views: 1484

Re: Event when blueprint is rotated/flipped

PS: As an aside, before I realized that the cursor_stack does have the blueprint entities and tiles on it (I originally assumed it didn't, since serpent.block() made it seem empty), I figured out a hacktime funtimes workaround that achieves basically the exact same result, and may actually be ...
by safthelamb@gmail.com
Sat Sep 02, 2023 6:54 am
Forum: Modding interface requests
Topic: Event when blueprint is rotated/flipped
Replies: 4
Views: 1484

Re: Event when blueprint is rotated/flipped

Hi Devs and Modders!

If you're reading this, I figured out how to actually implement this! Unfortunately it is a massive ordeal, and I haven't plunged the depths of it quite yet, but I plan on doing so and putting it into a utility mod for others to use unless official support for this is planned ...
by safthelamb@gmail.com
Fri Sep 01, 2023 11:56 am
Forum: Implemented mod requests
Topic: Export currently held blueprint library object to item
Replies: 18
Views: 6487

Re: Export currently held blueprint library object to item

Another bump for this! I have a similar request for a use case documented here: viewtopic.php?f=28&t=108482&sid=5e02a96 ... f2fa871f2f

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