Search found 18 matches

by gangerM
Sun Dec 15, 2024 12:20 pm
Forum: Ideas and Requests For Mods
Topic: Proximity detector for asteroids?
Replies: 3
Views: 632

Re: Proximity detector for asteroids?

I made the initial release; https://mods.factorio.com/mod/asteroid- ... -detection

I don't know how much of a performance impact it will have and the UI is a bit 'jank', but it should function.
Please let me know if it works for you!
by gangerM
Sat Dec 14, 2024 7:31 pm
Forum: Modding interface requests
Topic: SpacePlatform.find_asteroid_chunks_filtered add radius option
Replies: 0
Views: 132

SpacePlatform.find_asteroid_chunks_filtered add radius option

Hello,

I am trying to find asteroids on a space platform and read that there was a position option, but read over it the "radius" field does not exist, causing some confusion in usage. Similar functions for searching do have the radius option ("find_entities_filtered"). Expected usage;

local ...
by gangerM
Sat Dec 14, 2024 9:36 am
Forum: Modding help
Topic: player.cursor_ghost.name is LuaItemPrototype?
Replies: 5
Views: 436

Re: player.cursor_ghost.name is LuaItemPrototype?

I made a similar bug report a while ago; 123575
Here it is that get_filter(1) gives a prototype for a name or a string depending on the type of entity it is called on, I did not realize there were other cases.
by gangerM
Thu Dec 12, 2024 4:15 pm
Forum: Ideas and Requests For Mods
Topic: Proximity detector for asteroids?
Replies: 3
Views: 632

Re: Proximity detector for asteroids?

I like the idea!
I'm going to make something, will take a few days because I haven't made something with an UI yet, will post here when I made it or have a version that could be tested.
by gangerM
Sat Dec 07, 2024 3:39 pm
Forum: Modding interface requests
Topic: Request: Add LuaEntityPrototype.ammo_category to turrets
Replies: 4
Views: 317

Re: Request: Add LuaEntityPrototype.ammo_category to turrets

I did not realize this as well and is very useful!
Thank you again!
by gangerM
Sat Dec 07, 2024 3:22 pm
Forum: Implemented mod requests
Topic: Request: Add filters to asteroid-collector to Lua side
Replies: 2
Views: 398

Request: Add filters to asteroid-collector to Lua side

A few days ago I asked for help on the asteroid-collector how to get/set the filters; https://forums.factorio.com/viewtopic.php?f=25&t=123642
Due to the low amount of response I think this does not exist yet, would it be possible to be added?

A summation of what I tried;

Entity.filter_slot ...
by gangerM
Sat Dec 07, 2024 2:38 pm
Forum: Modding interface requests
Topic: Request: Add LuaEntityPrototype.ammo_category to turrets
Replies: 4
Views: 317

Re: Request: Add LuaEntityPrototype.ammo_category to turrets

Thank you for letting me know, I definitely overlooked that.
I am looking through the 3 doc types (prototype, runtime and auxiliary) but sometimes it is difficult to determine where it is, appreciate your help!
by gangerM
Sat Dec 07, 2024 2:04 pm
Forum: Modding interface requests
Topic: Request: Add LuaEntityPrototype.ammo_category to turrets
Replies: 4
Views: 317

Request: Add LuaEntityPrototype.ammo_category to turrets

Hello,

Currently ammo_category only works for landmines, for now I made a map from name of entity to turret type, however this is not scalable to other mods;

Rocket turret and Gun turret both have the type ammo-turret and therefore need to look at the name.
You cannot split the "gun" part of ...
by gangerM
Fri Dec 06, 2024 7:05 pm
Forum: Modding help
Topic: What is the proper way to get a list of all qualities?
Replies: 4
Views: 402

Re: What is the proper way to get a list of all qualities?

prototypes.quality is what you want I think, it is a map from the name (string) to the LuaQualityPrototype.

https://lua-api.factorio.com/latest/cla ... otype.html
by gangerM
Fri Dec 06, 2024 5:24 pm
Forum: Modding help
Topic: Detecting if player is standing on rails
Replies: 3
Views: 302

Re: Detecting if player is standing on rails

Idea1:
- Make type of prototype from CombatRobot that is always alive and always follows player on the surface.
- Make it being damaged when on rails and set notification on damage on.

Idea2:
Check with surface filter around the player location every tick, but might be a bit resource intensive.
by gangerM
Fri Dec 06, 2024 5:19 pm
Forum: Modding help
Topic: get list of all existing logistic sections?
Replies: 2
Views: 300

Re: get list of all existing logistic sections?

Few days ago I had a similar problem, this is how I got it from an entity.

local RequestPoint = CurrentEntity.get_requester_point()
if RequestPoint then
for Index, Section in ipairs( RequestPoint.sections) do
-- Groups can be shared between entities, so you might want to do something with it ...
by gangerM
Thu Dec 05, 2024 5:54 pm
Forum: Modding help
Topic: Handling spoil results in labs when the spoil result is a science pack
Replies: 1
Views: 724

Re: Handling spoil results in labs when the spoil result is a science pack

Hello,

These two inventory properties exist, so maybe you can move them in and out when one spoils;

Entity.get_inventory(defines.inventory.lab_input)
Entity.get_output_inventory() -- I suspect this is where your spoilage result ended up


Stack trace that might work;
- spoil_to_trigger_result ...
by gangerM
Thu Dec 05, 2024 5:29 pm
Forum: Modding help
Topic: [2.0] How to get filters from asteroid-collector
Replies: 1
Views: 317

Re: [2.0] How to get filters from asteroid-collector

Can someone please help me with this?
I really cannot figure out how to get it, I also tried the following:
- going through the output inventory, doesn't work.
- Looking in control behavior and then logistic conditions, also doesn't work.

If you think it might not be possible (yet), please also let ...
by gangerM
Tue Dec 03, 2024 6:44 pm
Forum: Modding help
Topic: I have idea for the mod and wonder about a spoilage mechanic.
Replies: 3
Views: 468

Re: I have idea for the mod and wonder about a spoilage mechanic.

I haven't tried it myself, however the following chain of properties might allow you to set a function to be called, so you can do anything you want;
- spoil_to_trigger_result
-> trigger (Trigger)
--> TriggerEffectItem with an effect_id (string), I think a separate table for data:extend (data.lua ...
by gangerM
Tue Dec 03, 2024 5:56 pm
Forum: Modding help
Topic: [2.0] How to get filters from asteroid-collector
Replies: 1
Views: 317

[2.0] How to get filters from asteroid-collector

Hello,

I would like to get/set the active filter from an asteroid-collector however I cannot find the function, what I tried:

Entity.filter_slot_count -- always 0
Entity.get_filter(1) -- nil
Entity.mining_drill_filter_mode -- errors, not a mining drill
Entity.loader_filter_mode -- errors, not a ...
by gangerM
Mon Dec 02, 2024 7:41 pm
Forum: Documentation Improvement Requests
Topic: [2.0.23] entity.get_filter(1) on storage-chest gets prototype
Replies: 1
Views: 346

[2.0.23] entity.get_filter(1) on storage-chest gets prototype

I made a mod to expand filters and therefore add functionality to copy/paste. The code below is a MWE to reproduce the issue:


data:extend{{
type = "custom-input",
name = "FolterCopyExpansion_Copy",
key_sequence = "mouse-button-2 + SHIFT",
linked_game_control = "copy-entity-settings",
action ...
by gangerM
Thu Nov 28, 2024 5:51 pm
Forum: Ideas and Suggestions
Topic: Copy filter between splitter and inserter/assembler
Replies: 1
Views: 331

Copy filter between splitter and inserter/assembler

TL;DR
Expand the copy filter functionality to include splitters for the interaction that already exists between inserters and assemblers.

What
Currently there is a feature I like a lot, which is allowing the inserter filter to be copied from assemblers (or other similar machines). This allows ...

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