Search found 37 matches

by Loup&Snoop
Sun Jul 06, 2025 11:54 pm
Forum: Modding interface requests
Topic: Modding Dependency without Code
Replies: 2
Views: 296

Re: Modding Dependency without Code

Good point. This is really handy for anything spage-related.

There are many mods that want to use spage assets without relying on spage, which then requires feature flags + duplicating assets.

It would be cleaner to tell factorio: “Please make spage files available for me to draw from, regardless ...
by Loup&Snoop
Sat Jul 05, 2025 2:16 pm
Forum: Modding interface requests
Topic: Modding Dependency without Code
Replies: 2
Views: 296

Modding Dependency without Code

Context

Sometimes, when modding, I would like to depend on X mod to have factorio use that mod’s assets or libraries. However:
1) Some mods are stuck in 1.1
2) Many mods normally come with code that I don’t want executed. Data stage stuff can be reverted (with great effort) while many things can ...
by Loup&Snoop
Sun Jun 22, 2025 11:53 am
Forum: Implemented mod requests
Topic: Importing any basic data from protoype stage to runtime
Replies: 9
Views: 678

Re: Importing any basic data from protoype stage to runtime



data-validation.lua


Actually I disagree here, I feel like this could be abused a lot to enforce specific playstyles or


Consider: The alternative is running the exact same code in control stage. I can’t stress this enough:
Data stage tasks do not belong in control stage

This data stage ...
by Loup&Snoop
Sat Jun 21, 2025 10:57 pm
Forum: Implemented mod requests
Topic: Importing any basic data from protoype stage to runtime
Replies: 9
Views: 678

Re: Importing any basic data from protoype stage to runtime

If the interest in actually doing this is real, and not trolling, here is how I would request the implementation look like with an example. Imagine the mod "Rubia" wants to define a "wind restriction" data object, to define how control-stage scripts should operate on a given entity.

Rubia's data ...
by Loup&Snoop
Sat Jun 21, 2025 1:29 pm
Forum: Implemented mod requests
Topic: Importing any basic data from protoype stage to runtime
Replies: 9
Views: 678

Re: Importing any basic data from protoype stage to runtime

+1

If devs want to send new types of data from data stage to control stage, they can add a new prototype type. eg Any prototype with only 1-2 fields is simialr to passing yourself a hashset/dictionary from data to control stage. Modders do not have this option.

As Osmo said, we can already smuggle ...
by Loup&Snoop
Tue Jun 17, 2025 2:51 pm
Forum: Duplicates
Topic: [2.0.55] Super force build not raising event
Replies: 2
Views: 298

Re: [2.0.55] Super force build not raising event

Yes. Sorry about that, Lou.
by Loup&Snoop
Mon Jun 16, 2025 10:07 pm
Forum: Duplicates
Topic: [2.0.55] Super force build not raising event
Replies: 2
Views: 298

[2.0.55] Super force build not raising event

Context

I'm listening to these events:
defines.events.on_player_flipped_entity,
defines.events.on_player_rotated_entity,
defines.events.on_entity_settings_pasted,
defines.events.on_built_entity,
defines.events.on_robot_built_entity,
defines.events.script_raised_built,
defines.events.script ...
by Loup&Snoop
Sun Jun 01, 2025 3:06 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.54] LuaEntity.operable = false does not work on Ghosts in remote view
Replies: 2
Views: 1162

[2.0.54] LuaEntity.operable = false does not work on Ghosts in remote view

This wind turbine is "electric-energy-interface" with gui_mode = "none" by default.

06-01-2025, 10-51-24.png

Bug #1) ElectricEnergyInterface.gui_mode = "none" gives no simulation, while a window still opens.
Expectation: "none" => no window at all OR window with just a simulation.

Bug #2 ...
by Loup&Snoop
Sat May 31, 2025 7:11 pm
Forum: Not a bug
Topic: [2.0.47] Shield Regen Wrong Upon Taking damage from Max Shield
Replies: 2
Views: 494

[2.0.47] Shield Regen Wrong Upon Taking damage from Max Shield

TL;DR Shields regenerate a large fixed amount for 1 tick if you took damage while at max shields

This may be obnoxious to fix. I have had my suspicions that it is slightly off for a while, and this code confirmed it. It looks like the bug where shields get a very large regen boost for exactly 1 ...
by Loup&Snoop
Thu May 29, 2025 4:02 pm
Forum: Ideas and Suggestions
Topic: Mod licenses could be improved
Replies: 7
Views: 892

Re: Mod licenses could be improved

Factorio Mods are completely open source Lua Scripts in a ZIP file - there is no way to apply DRM or code protections, just simple obfuscation.

This is false. Your rights over your own work have all rights reserved unless YOU explicitly give them away. The terms that you cited only give Wube ...
by Loup&Snoop
Sat May 24, 2025 11:27 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.52] Factoriopedia does not show Items spoiling if they lack a spoil result
Replies: 1
Views: 1501

[Genhis][2.0.52] Factoriopedia does not show Items spoiling if they lack a spoil result

See comments on pictures:

Normal Correct Behavior
05-24-2025, 19-08-25.png

-----

05-24-2025, 19-20-53.png

-----
The Bug
05-24-2025, 19-09-59.png

------
My Expectation
05-24-2025, 19-15-11.png

---

Context: My mod has spoilable items with no spoil result, because it lets me ...
by Loup&Snoop
Thu May 22, 2025 12:49 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.47] Researched technology visible even when visible_when_disabled = false
Replies: 4
Views: 1585

Re: [Genhis][2.0.47] Researched technology visible even when visible_when_disabled = false

Thanks, Genhis! I appreciate the work you do.

FYI I have reached out to a few mod creators who have hidden techs in their mods. They should be prepared/preparing for this change.
by Loup&Snoop
Tue May 20, 2025 12:04 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.47] Researched technology visible even when visible_when_disabled = false
Replies: 4
Views: 1585

Re: [Genhis][2.0.47] Researched technology visible even when visible_when_disabled = false

Thank you so much for both addressing and building on my bug report!


1. Automation technology is selected, Automation 2 is disabled and not visible.
2. Automation technology is selected, Automation science pack is disabled and not visible.

Researched status doesn't matter. Are you satisfied with ...
by Loup&Snoop
Sun May 18, 2025 6:48 pm
Forum: Modding interface requests
Topic: Raise event on Inserter pickup/drop position changed
Replies: 1
Views: 195

Raise event on Inserter pickup/drop position changed

My Problem
My mod needs to execute code whenever another mod changed the pickup/drop positions of an inserter. Specifically, I am making a surface where inserter pickup/dropoff positions have a certain restriction to them. I would like to have compatibility with adjustable inserter mods.

Current ...
by Loup&Snoop
Sat May 17, 2025 5:11 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.47] Researched technology visible even when visible_when_disabled = false
Replies: 4
Views: 1585

[Genhis][2.0.47] Researched technology visible even when visible_when_disabled = false

TL;DR
05-17-2025, 13-51-33.png
(see attachment comment)


Full Bug Report

Background: API docs for LuaTechnology say:
LuaTechnology.enabled: Can this technology be researched?
LuaTechnology.visible_when_disabled: = If this technology will be visible in the research GUI even though it is ...
by Loup&Snoop
Mon May 12, 2025 6:26 pm
Forum: Modding interface requests
Topic: API for "machine productivity"
Replies: 4
Views: 372

Re: API for "machine productivity"

+1
I was also planning to do something like this, but doing all the machine entity swapping shenaniganery made it much less attractive.
by Loup&Snoop
Fri May 09, 2025 8:28 pm
Forum: Modding interface requests
Topic: Vulcanus-type Fog Direction Control
Replies: 0
Views: 212

Vulcanus-type Fog Direction Control

05-09-2025, 16-08-25.png
(You can also see in the attached video.)

My Problem:
I am making a planet with a very high wind speed, and would like to use Vulcanus-type fog to make the effect. However, fog moves in the opposite direction of wind, which looks very jarring at high wind speed because ...
by Loup&Snoop
Fri May 09, 2025 6:43 pm
Forum: Modding interface requests
Topic: Rocket Silo Automatic Requests
Replies: 2
Views: 329

Re: Rocket Silo Automatic Requests

Thanks! I appreciate it.

Even if it isn’t exactly what I wanted for my use case, I can at least now detect it on_gui_close and on_gui_checked_state_changed, change it back, play error SFX, and print an error telling the player that they can’t do that. This should be more than enough for me to do my ...
by Loup&Snoop
Tue Apr 29, 2025 4:54 pm
Forum: Modding interface requests
Topic: Rocket Silo Automatic Requests
Replies: 2
Views: 329

Rocket Silo Automatic Requests

04-29-2025, 12-47-55.png

Right now, I don't see any way to read or write to the value of this checkbox on a given rocket silo entity, nor a way to force it in the prototype. I am making a mod where rocket silos on one planet can export things, but cannot be allowed to make automatic logi bot ...
by Loup&Snoop
Thu Apr 17, 2025 3:31 pm
Forum: Modding interface requests
Topic: Event to detect when a cargo pod is launched
Replies: 3
Views: 422

Re: Event to detect when a cargo pod is launched

+1 Blocking (specific) cargo pod drops to a specific surface would be useful for mod planets.
Sad to see that we need some hackey solutions.

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