Search found 27 matches
- Mon Mar 31, 2025 7:41 pm
- Forum: Modding interface requests
- Topic: Allow set_passenger to be used on cargo pods
- Replies: 3
- Views: 291
Re: Allow set_passenger to be used on cargo pods
+1 for Factorio Access. We eventually need a way to launch players through vanilla's mechanism and this looks like it may be the last piece of it.
- Mon Mar 31, 2025 7:38 pm
- Forum: Modding interface requests
- Topic: Add APIs to manage logistic groups
- Replies: 6
- Views: 995
Re: Add APIs to manage logistic groups
The Factorio Access use case for this is probably pretty obvious--we need to be able to present a list of groups to the player without going through game GUI at all. Our "workaround" whenever we get that far was going to be figure out if we can edit them by finding all existing sections and ...
- Mon Mar 31, 2025 7:33 pm
- Forum: Modding interface requests
- Topic: Nice interface for current solar power multiplier on a planet/space platform
- Replies: 1
- Views: 151
Re: Nice interface for current solar power multiplier on a planet/space platform
We'll also need this for Factorio Access.
I thought it was just going to be some linear combination of easy to find parameters or something, but if this request understands correctly sounds like that's not the case.
I thought it was just going to be some linear combination of easy to find parameters or something, but if this request understands correctly sounds like that's not the case.
- Tue Nov 26, 2024 5:37 am
- Forum: Implemented mod requests
- Topic: Event for launching a cargo pod from a space platform
- Replies: 5
- Views: 685
Re: Event for launching a cargo pod from a space platform
This'd also definitely be useful for us since we'll want to announce this to our players (Factorio Access again).
- Mon Nov 04, 2024 8:08 pm
- Forum: Modding interface requests
- Topic: Event for machine crafting complete
- Replies: 3
- Views: 421
Re: Event for machine crafting complete
Factorio 2.0 now supports multiple crafts per tick. I think you're also implicitly asking for a filter. Otherwise you're going to get like thousands per second.
(I'm not official, just skimming these because mostly if it's an API request we probably need it for our use case).
(I'm not official, just skimming these because mostly if it's an API request we probably need it for our use case).
- Sat Nov 02, 2024 4:57 pm
- Forum: Implemented mod requests
- Topic: LuaSpacePlatform::paused
- Replies: 2
- Views: 496
Re: LuaSpacePlatform::paused
Hmmm. This might actually be a hard blocker for us. I had assumed it existed and we're not far enough along for me to have looked. For many other things I am planning a hopefully temporary workaround where we blueprint and then re-place the blueprint, but I'm wondering if this can work with that ...
- Thu Oct 31, 2024 2:31 am
- Forum: Modding interface requests
- Topic: [2.0.11] Add support for parameterized blueprints to the modding API
- Replies: 2
- Views: 435
Re: [2.0.11] Add support for parameterized blueprints to the modding API
We would also like this as to prevent needing to rewrite and re-import the blueprint or something. Also the ability to get what the parameters are (which would also require exporting and reading the blueprint string). We'd be fine with ugly in the sense of "it's complex relationships, but we expose ...
- Thu Oct 31, 2024 2:25 am
- Forum: Modding interface requests
- Topic: [2.0.12] Demolisher API (territories & spawning?)
- Replies: 3
- Views: 756
Re: [2.0.12] Demolisher API (territories & spawning?)
We have to rethink how we do combat so we won't need this for a long time, but in order to expose demolishers to our players reasonably we will need to either get it via this or developing some lua-side approximated algorithm.
- Tue Oct 29, 2024 11:02 pm
- Forum: Implemented mod requests
- Topic: [2.0.11] add count to craft-item ResearchTrigger at runtime
- Replies: 1
- Views: 296
[2.0.11] add count to craft-item ResearchTrigger at runtime
And possibly the others. This is missing so you can't actually know how many of a thing a research needs, just that it needs some. E.g. for Steam power:
{item = "iron-plate", item_quality = "normal", type = "craft-item"}
I was debating if this is a bug because it's kinda borderline but I ...
{item = "iron-plate", item_quality = "normal", type = "craft-item"}
I was debating if this is a bug because it's kinda borderline but I ...
- Mon Oct 28, 2024 12:11 am
- Forum: Modding interface requests
- Topic: [2.0] (re)add LuaEntity::auto_launch
- Replies: 1
- Views: 325
[2.0] (re)add LuaEntity::auto_launch
It looks like we have lost the ability to configure rocket silos to auto-launch rockets in base. We need this to expose that functionality to our blind players. This existed in 1.1. Any chance of us getting it back?
- Sat Oct 26, 2024 5:22 pm
- Forum: Modding interface requests
- Topic: LuaSurface.create_entity{mirroring=true}
- Replies: 1
- Views: 273
Re: LuaSurface.create_entity{mirroring=true}
This also sort of falls under my request for flipping blueprints fwiw. Not exactly a duplicate but I will cross-link that since they are related concerns: viewtopic.php?f=28&t=114819
- Fri Oct 25, 2024 11:13 pm
- Forum: Already exists
- Topic: [2.x] Storage Chest API support for getting/setting quality on its filter
- Replies: 2
- Views: 2545
Re: [2.x] Storage Chest API support for getting/setting quality on its filter
Another Factorio Access relevant request just wrt registering interest for some of these interface requests. Maybe we can work around this one with bleuprints. (I am assuming it's something one can do in vanilla, which I can't personally check). In general "if the frontend can do it and a mod can't ...
- Wed Oct 23, 2024 9:56 pm
- Forum: Modding interface requests
- Topic: [2.0.5] cannot modify display panel via lua
- Replies: 3
- Views: 416
Re: [2.0.5] cannot modify display panel via lua
If this is the case, then we're going to need at least message editing but probably also the others (the icon etc. can still be read/written by a blind player, it's just words instead). I hadn't gotten this far, just sort of assumed it was already done.
- Wed Oct 23, 2024 9:54 pm
- Forum: Implemented mod requests
- Topic: [2.0] Be able to read/write interrupts for trains/space platforms
- Replies: 24
- Views: 3021
Re: [2.0] Be able to read/write interrupts for trains/space platforms
This will also be critical for Factorio Access, though getting this far is a while out for us. We'll need to be able to implement an alternative UI for it.
- Tue Oct 22, 2024 11:24 pm
- Forum: Minor issues
- Topic: [2.0.7] crash in effect triggers (LuaEventDispatcher::checkEventsAreAllowed)
- Replies: 2
- Views: 615
Re: [2.0.7] crash in effect triggers (LuaEventDispatcher::checkEventsAreAllowed)
In our use case we are also running a background correction task, because for example newly placed resources on new surfaces don't seem to fire either. That is to say that I would be fine just getting it sometimes, as long as "sometimes" is defined. Also this has had a couple hundred hours of ...
- Tue Oct 22, 2024 10:19 pm
- Forum: Minor issues
- Topic: [2.0.7] crash in effect triggers (LuaEventDispatcher::checkEventsAreAllowed)
- Replies: 2
- Views: 615
[2.0.7] crash in effect triggers (LuaEventDispatcher::checkEventsAreAllowed)
So...this one is fun. I don't know what causes it. I have seen it on a new game. I have seen it in multiple saves. It just....happens. Only fix is to not use effect triggers as far as I can tell. Since my other post , I modified our code to just throw the event's important information out of the ...
- Sun Sep 29, 2024 4:01 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.109] Crash querying surface during combat ": !entity->isToBeDeleted() was not true"
- Replies: 4
- Views: 1002
[boskid][1.1.109] Crash querying surface during combat ": !entity->isToBeDeleted() was not true"
I've written up a nice system which uses effect triggers to help get information on game features. We use it to gather up a bunch of information about the map. By replacing the created_effect trigger to get reasonably low latency reasonably accurate placement info. I mention this because the ...
- Sat Aug 17, 2024 10:20 pm
- Forum: Modding interface requests
- Topic: Allow read/write to blueprint's description
- Replies: 2
- Views: 958
Re: Allow read/write to blueprint's description
We also really want this.
A workaround with edge case issues is to export to a blueprint string, decode the JSON, modify the JSON, and import it back. I'm blind and working "in the backend" if you will by the nature of mods but I believe the edge case is that if the blueprint is in hand then the ...
A workaround with edge case issues is to export to a blueprint string, decode the JSON, modify the JSON, and import it back. I'm blind and working "in the backend" if you will by the nature of mods but I believe the edge case is that if the blueprint is in hand then the ...
- Thu Aug 15, 2024 12:12 am
- Forum: Modding interface requests
- Topic: expose a function to do the frontend resource patch calculations
- Replies: 0
- Views: 246
expose a function to do the frontend resource patch calculations
Pretty much what it says. At runtime a mod can't easily find out about a whole patch of resources save to do the calculations in lua, as far as I can tell. We'd like to do this calculation efficiently, which probably means C++ given that Lua isn't so great at data structures.
We are aware that the ...
We are aware that the ...
- Thu Aug 15, 2024 12:06 am
- Forum: Modding interface requests
- Topic: add the ability to build flipped blueprints in LuaItemStack::build_blueprint
- Replies: 1
- Views: 358
add the ability to build flipped blueprints in LuaItemStack::build_blueprint
If one wants to build from the item stack in hand via using build_from_cursor or directly via LuaItemStack, it's not possible to specify flips. We found out that this is actually only in the frontend. While mods can flip blueprints today via directly editing JSON, the various FFFs make it clear that ...