Search found 48 matches

by Loup&Snoop
Wed Sep 03, 2025 9:02 pm
Forum: Assigned
Topic: [Lou][2.0.52] Super forced build from clipboard not generate enough events
Replies: 3
Views: 733

Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events

I’m still feeling side effects from workarounds to this bug.

I’d like to link the accidental duplicate bug report that I made for this: viewtopic.php?p=674604#p674604

I hope the alternate account for the reproduction (with videos) helps find a solution.
by Loup&Snoop
Sun Aug 31, 2025 3:15 pm
Forum: Modding interface requests
Topic: Plant Harvesting Productivity Modifier
Replies: 2
Views: 153

Plant Harvesting Productivity Modifier

The Problem
In Space Age, any resource gathered from AgricultureTower gets really screwed relative to resources that are mined due to ballistically high mining productivity.

Example: On Gleba, you need 20 chunks of farm for a stacked green belt of fruit, and that needs to compete with a single ...
by Loup&Snoop
Fri Aug 29, 2025 7:13 pm
Forum: Documentation Improvement Requests
Topic: How to Compose Good NoiseExpression / probability_expression
Replies: 2
Views: 194

Re: How to Compose Good NoiseExpression / probability_expression

I have. The issue is that they are fairly complex OR behind functions of functions of functions of functions across files. I just don't understand the process by looking at the finished product. Maybe I'm just bad, but I have no idea how this places rocks:
autoplace =
{
control = "rocks",
order ...
by Loup&Snoop
Fri Aug 29, 2025 5:02 pm
Forum: Documentation Improvement Requests
Topic: How to Compose Good NoiseExpression / probability_expression
Replies: 2
Views: 194

How to Compose Good NoiseExpression / probability_expression

One thing that has always sucked for me is figuring out map generation. The documentation currently explains how each variable works, and how you're supposed to put things in (https://lua-api.factorio.com/latest/types/NoiseExpression.html). The thing I really struggled with was:

"How do I compose ...
by Loup&Snoop
Fri Aug 29, 2025 4:41 pm
Forum: Resolved Requests
Topic: LuaEquipmentGrid.shield
Replies: 1
Views: 108

LuaEquipmentGrid.shield

https://lua-api.factorio.com/latest/classes/LuaEquipmentGrid.html#shield

LuaEquipmentGrid.shield (and also max_shield)

Currently says:
The amount of shields this equipment grid has.

Should say:
The amount of shield hitpoints this equipment grid currently has across all of its energy shields ...
by Loup&Snoop
Thu Aug 21, 2025 6:57 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.60] Changing an entity between prototype classes causes quality to change to normal
Replies: 1
Views: 494

[2.0.60] Changing an entity between prototype classes causes quality to change to normal

The Bug

1) Make a save file.
2) Place legendary quality entities
3) Save and Close game
4) Change that entity's prototype type to a new type.
Example (execute in data-final-fixes.lua):
local recycler = data.raw.furnace["recycler"]
recycler.type = "assembling-machine"
data:extend({recycler})
data ...
by Loup&Snoop
Thu Aug 21, 2025 6:30 pm
Forum: Already exists
Topic: Give SolarPanelPrototypes support for Animation
Replies: 3
Views: 238

Re: Give SolarPanelPrototypes support for Animation

I spelled visualization with a Z instead of an S...

Please delete this post. :(
by Loup&Snoop
Thu Aug 21, 2025 5:45 pm
Forum: Already exists
Topic: Give SolarPanelPrototypes support for Animation
Replies: 3
Views: 238

Give SolarPanelPrototypes support for Animation

The Problem

SolarPanelPrototype is great for entities spammed in bulk for power generation, but it currently only supports pictures. Animations are not supported.

Current Workarounds Don’t Work

1) Tying LuaRender to an SolarPanelPrototype does not work. If the solar panel is invisible, then ...
by Loup&Snoop
Mon Aug 18, 2025 12:33 pm
Forum: Technical Help
Topic: [2.0.60] Suddenly can't load save/autosave
Replies: 14
Views: 836

Re: [2.0.60] Suddenly can't load save/autosave

Thanks. If nothing else, I hope this information helps the devs track down the condition that causes this save corruption.
by Loup&Snoop
Sun Aug 17, 2025 9:33 pm
Forum: Technical Help
Topic: [2.0.60] Suddenly can't load save/autosave
Replies: 14
Views: 836

Re: [2.0.60] Suddenly can't load save/autosave


Given the state of this save file i suspect the electric networks that were orphaned were originally owned by the "trashsteroids" on the planet Rubia since they are implemented as vehicles with equipment grid that has shield equipment inside and i see there is a lot of those entities destroyed. I ...
by Loup&Snoop
Sun Aug 17, 2025 9:13 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.60] Bad undo stack order in on_built callbacks of entity placement vs blueprint placement
Replies: 1
Views: 539

[2.0.60] Bad undo stack order in on_built callbacks of entity placement vs blueprint placement

The Reproduction and Bug

1) Listen to an on_built_entity event with the following in a control.lua:

script.on_event(defines.events.on_built_entity, function(event)
local player_index = event.player_index
game.print("Before: " .. tostring(game.players[player_index].undo_redo_stack.get_undo ...
by Loup&Snoop
Sun Jul 06, 2025 11:54 pm
Forum: Modding interface requests
Topic: Modding Dependency without Code
Replies: 2
Views: 379

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: 379

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: 866

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: 866

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: 866

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: 394

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: 394

[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: 1633

[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: 577

[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 ...

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