Search found 24 matches

by i142857
Sun May 25, 2025 3:08 pm
Forum: Assigned
Topic: [Pard] [2.0.47] Impossible to complete selection-tool usage in a simulation
Replies: 2
Views: 344

Re: [Pard] [2.0.47] Impossible to complete selection-tool usage in a simulation

Hi there!

Wanted to add that it seems like there's a more general issue with "control_up" in simulations. I have another example where the simulation calls


game.simulation.control_down { control = "mine", notify = false }
-- ... some time later ...
game.simulation.control_up { control = "mine ...
by i142857
Sun May 25, 2025 1:16 pm
Forum: Documentation Improvement Requests
Topic: Document LuaSimulation.get_widget_position
Replies: 0
Views: 142

Document LuaSimulation.get_widget_position

The docs for get_widget_position don't really give you much. The arguments are called data and data2, and there's no explanation on what they mean (for each type). Only source of information I can find are files like tips-and-tricks-simulations.lua but only certain kinds of examples are in there ...
by i142857
Sat May 10, 2025 2:26 pm
Forum: Modding interface requests
Topic: Allow loadfile() when require() would be allowed
Replies: 4
Views: 275

Re: Allow loadfile() when require() would be allowed

Yeah, there are several elaborate workarounds like that that I can do, but I asked because they're kind of unreasonably complicated, and it's just kind of weird to allow load() (which also can override the environment) and not loadfile(). To be honest if load() hadn't been allowed I wouldn't have ...
by i142857
Fri May 09, 2025 1:39 pm
Forum: Modding interface requests
Topic: Allow loadfile() when require() would be allowed
Replies: 4
Views: 275

Re: Allow loadfile() when require() would be allowed

require doesn't take an environment, it always loads the module with the current environment/globals. In my tests I need to control the environment, so that I can replace things like "game" and "script". loadfile (and load) have an optional third parameter that is the environment to load the module ...
by i142857
Fri May 09, 2025 1:12 pm
Forum: Modding interface requests
Topic: Allow loadfile() when require() would be allowed
Replies: 4
Views: 275

Allow loadfile() when require() would be allowed

I'd like the Lua function loadfile to work, with the same restrictions as require and load (starting at mod root, not in event handlers, etc., only in text mode, only with .lua extension, etc.). I would be OK with an extra restriction that prevents loadfile from loading files in other mods, if you ...
by i142857
Thu May 01, 2025 12:24 pm
Forum: Assigned
Topic: [Pard] [2.0.47] Impossible to complete selection-tool usage in a simulation
Replies: 2
Views: 344

[Pard] [2.0.47] Impossible to complete selection-tool usage in a simulation

Summary: When trying to "use" a custom selection tool in a simulation, it's possible to start and drag the tool, but "releasing" it does not work.

Repro

Option 1:
1a. install the attached mod in bugrepro.zip

Option 2:
1b. create a mod with the following data.lua


data:extend {
{
type ...
by i142857
Mon Apr 21, 2025 4:40 pm
Forum: Resolved Requests
Topic: A list of events which don't get raised in simulations
Replies: 3
Views: 285

Re: A list of events which don't get raised in simulations

Thank you, that's one less hack I have to maintain :D I'll let you know after .46 is out if I still see missing events.
by i142857
Sun Apr 20, 2025 8:36 am
Forum: Resolved Requests
Topic: A list of events which don't get raised in simulations
Replies: 3
Views: 285

A list of events which don't get raised in simulations

I just noticed on_player_cursor_stack_changed isn't raised in simulations. I could imagine this being intentional (to keep simulations fast/easy to implement) but my mod's behavior depends on it. I can usually fake it, so it's not a blocker, but it would be nice to have a list of events that don't ...
by i142857
Sat Apr 19, 2025 5:14 pm
Forum: Resolved Requests
Topic: Is LuaSimulation.get_slot_position supposed to be 0-based?
Replies: 1
Views: 168

Is LuaSimulation.get_slot_position supposed to be 0-based?

LuaSimulation.get_slot_position takes a slot_index. The game interprets this as 0-based (i.e. the first slot in the inventory is slot_index 0). It means it's inconsistent with functions like LuaInventory.find_item_stack which returns a 1-based stack index.

Intentional? If yes, please document as ...
by i142857
Fri Apr 18, 2025 2:44 pm
Forum: Modding interface requests
Topic: Does LuaGuiElement.location not work in simulations?
Replies: 1
Views: 188

Does LuaGuiElement.location not work in simulations?

In my experiments it seems that LuaGuiElements under screen do not respect the location property in simulations. They are always displayed at the top-left, as if location was { 0, 0 }.

Is this intentional or am I mistaken? If intentional, could you please document it ("this has no effect in ...
by i142857
Fri Apr 18, 2025 2:22 pm
Forum: Modding interface requests
Topic: A way to tell you're in a simulation during initial control.lua
Replies: 0
Views: 89

A way to tell you're in a simulation during initial control.lua

The official way to tell if you're in a simulation is game.simulation . Unfortunately, game is not defined yet while control.lua is first run, so it's seemingly impossible to tell at that point if we're in a simulation or the real game.

Could you add some way to tell we're in a simulation earlier ...
by i142857
Mon Feb 03, 2025 9:09 pm
Forum: Resolved Requests
Topic: consumed_items: how does it work?
Replies: 4
Views: 429

Re: consumed_items: how does it work?

But the description says this modifiable. If it says "I consumed a Foo" and I modify it to "no, actually you consumed nothing", then it should have some effect, no? Perhaps I was overly optimistic about it returning the item, but there is no documentation on what this modifiable inventory does when ...
by i142857
Mon Feb 03, 2025 2:23 pm
Forum: Resolved Requests
Topic: consumed_items: how does it work?
Replies: 4
Views: 429

consumed_items: how does it work?

The 2.0 changelog says:


Changed on_built_entity event. Instead of stack/item, it passes consumed_items - modifiable stack of items used for the building.


Sounds great but I can't figure out how I'm supposed to use that. I am trying to "refund" the item used when placing the entity. Ideally the ...
by i142857
Fri Jan 17, 2025 9:58 pm
Forum: Resolved Requests
Topic: Document event order
Replies: 5
Views: 584

Re: Document event order

Ah, I have a simpler idea that perhaps is easier to commit to.

Could you document/commit that when there is an event "X changed", then you cannot see the new value of X from Lua before the event has fired ? Put differently, which events are instant, no matter what causes them (Lua or the engine ...
by i142857
Fri Jan 17, 2025 7:58 pm
Forum: Resolved Requests
Topic: Document event order
Replies: 5
Views: 584

Re: Document event order

Thanks, Bilka!


For events where there are ordering expectations they are documented on the lua actions that raise those events. E.g. https://lua-api.factorio.com/latest/classes/LuaControl.html#begin_crafting instantly raises on_pre_player_crafted_item and at some point in the current tick on ...
by i142857
Fri Jan 17, 2025 11:48 am
Forum: Resolved Requests
Topic: Document event order
Replies: 5
Views: 584

Document event order

A single player action can create multiple events, for example on_player_cursor_stack_changed and on_player_main_inventory_changed. Could you document what to expect in mods about this order?

a. "No guarantees whatsoever": the events can be raised in a different order every time, even for the same ...
by i142857
Wed Jan 08, 2025 11:53 pm
Forum: Modding interface requests
Topic: Permissive license for util.lua
Replies: 2
Views: 430

Re: Permissive license for util.lua


So I guess if it counts as "personal use" or "distributed as part of your mod" and not "commercial use", it's ok.

I'm not sure about github, but uploading your modified version of util.lua to the mod portal is ok according to that.


Personal "use" definitely doesn't cover distribution, but yes ...
by i142857
Wed Jan 08, 2025 11:38 am
Forum: Modding interface requests
Topic: Permissive license for util.lua
Replies: 2
Views: 430

Permissive license for util.lua

Sorry, this isn't exactly a modding interface request.

I would like to propose that you license util.lua under a permissive license like MIT. This will enable mods to copy and modify (parts of it) freely, regardless of their license.

My use case:
I am working on a mod where most of the tests can ...
by i142857
Sat Jan 04, 2025 4:32 pm
Forum: Modding interface requests
Topic: AutoplaceControl.hidden = true to hide the control from the map generation screen
Replies: 2
Views: 337

Re: AutoplaceControl.hidden = true to hide the control from the map generation screen

But if you don't want it to be auto placed, why do you need an AutoplaceControl? You can define the prototype and just place it with create_entity.
by i142857
Mon Dec 30, 2024 5:43 pm
Forum: Modding interface requests
Topic: [2.0] AutoplaceControl.size
Replies: 2
Views: 254

[2.0] AutoplaceControl.size

Proposal: add an optional size parameter to AutoplaceControl defaulting to true. When set to false, the "Size" slider in the map settings UI is removed (similar to how richness is optional).

Rationale: resources that are supposed to always spawn as a single node -- in that case would reduce user ...

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