Search found 16 matches
- Fri Mar 22, 2024 4:08 pm
- Forum: Minor issues
- Topic: [1.1.105] Mods can set special signals (undefined behavior)
- Replies: 1
- Views: 430
[1.1.105] Mods can set special signals (undefined behavior)
My mod is able to set special signals (anything, each, everything) on Inserter Control Behavior settings—even though those signals are not provided in the UI. Typically, I expect a lua exception to be generated. This is the offending code: cb.circuit_stack_control_signal = updateSignal(cb.circuit_st...
- Fri Jan 05, 2024 7:40 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 142
- Views: 36677
Re: Friday Facts #392 - Parametrised blueprints
https://mods.factorio.com/mod/blueprint-variables this mod provides parameterization on blueprints right now. But since i share my blueprints, everyone that wants to use parameterized blueprints needs to have this mod installed as well and that makes it unusable for my case. I've been working on a ...
- Fri Jan 05, 2024 7:38 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1403927
Re: Bugs & FAQ
This was fixed in one of the last couple updates of Blueprint Variables.KiwiHawk wrote: ↑Tue Nov 28, 2023 6:52 pm > I found the culprit. The mod Blueprint Variables must add something in that causes an issue in Angels. I'll remove it and move on for now.
>
> https://mods.factorio.com/mod/blueprint-variables
- Wed Oct 25, 2023 4:49 am
- Forum: Modding interface requests
- Topic: Expose entity-ghost Inventory Filters to Lua
- Replies: 2
- Views: 867
Re: Expose entity-ghost Inventory Filters to Lua
👍 +1 I'm trying to set filters on cargo-wagon and it looks like I will have to use a similar workaround I used for train schedules: https://forums.factorio.com/viewtopic.php?f=28&t=109275 That is, when the blueprint is placed, I check the `event.stack.get_blueprint_entities()` for cargo-wagons w...
- Fri Oct 20, 2023 9:46 pm
- Forum: Modding interface requests
- Topic: API: Add PrototypeFilter for type="signal"
- Replies: 3
- Views: 2562
Re: API: Add PrototypeFilter for type="signal"
+1 because it seems train fluid conditions already have something like this implemented and it would make my mod look much nicer:
- Fri Oct 20, 2023 5:24 am
- Forum: Modding interface requests
- Topic: For entity-ghost, add LuaEntity.get_train_schedule()
- Replies: 1
- Views: 467
Re: For entity-ghost, add LuaEntity.get_train_schedule()
Another possible change would be adding `entity_number` in the `event` so the ghost-item can be correlated back to the `event.stack.get_blueprint_entities()` list—which has `entity_number` and `schedule` properties. This would have the added benefit of being able to correlate other entity-ghosts to ...
- Fri Oct 20, 2023 3:12 am
- Forum: Modding interface requests
- Topic: For entity-ghost, add LuaEntity.get_train_schedule()
- Replies: 1
- Views: 467
For entity-ghost, add LuaEntity.get_train_schedule()
I'm trying to extend my mod Blueprint Variables to support train schedules. When a player places a blueprint, for various reasons, I inspect the `entity-ghost` (LuaEntity) for variables (virtual signals). Currently I'm using `get_control_behavior()` for circuits, `supports_backer_name()` for train s...
- Thu Jan 26, 2023 1:19 am
- Forum: Modding interface requests
- Topic: copy-paste by blueprint should trigger an event
- Replies: 7
- Views: 2355
Re: copy-paste by blueprint should trigger an event
Would benefit this mod as well:
- Sun Jan 22, 2023 11:20 pm
- Forum: Modding interface requests
- Topic: copy-paste by blueprint should trigger an event
- Replies: 7
- Views: 2355
Re: copy-paste by blueprint should trigger an event
I'm making a mod with signals that are treated as variables in a blueprint. Once the player updates the variables, they get resolved on the entities placed by the blueprint. If the player uses "shift" and places the blueprint, there is currently no easy way to detect what buildings were up...
- Wed Jan 18, 2023 5:21 am
- Forum: Not a bug
- Topic: [1.1.76] on_built_entity loses stack on clear_cursor with blueprint
- Replies: 3
- Views: 890
- Wed Jan 18, 2023 2:19 am
- Forum: Not a bug
- Topic: [1.1.76] on_built_entity loses stack on clear_cursor with blueprint
- Replies: 3
- Views: 890
[1.1.76] on_built_entity loses stack on clear_cursor with blueprint
Issue Using a blueprint, if you use a `player.clear_cursor()` then subsequent enumerations of the `event.stack` provided by `defines.events.on_built_entity` fail. Example: local counter = 0 script.on_event(defines.events.on_built_entity, function(event) game.print(tostring(counter) .. ": "...
- Sat Nov 28, 2020 4:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.2] When loading 1.1.1 save, some Spidertrons are gone
- Replies: 6
- Views: 4790
Re: [1.1.2] Spidertrons disappeared upgrading from 1.1.1
I'm having the same issue, I had a conga-line of 4. I lost the middle two.
- Sun Oct 18, 2020 4:01 pm
- Forum: Ideas and Suggestions
- Topic: [Train] New wait condition to compliment v1.1 — condition to not skip stations
- Replies: 4
- Views: 2389
Re: [Train] New wait condition to compliment v1.1 — condition to not skip stations
you want to have conditions for deciding if a train should go to a station in addition to the existing conditions to leave a station Not quite. When you turn off all stations in a train's list—and when it's time for that train to path to that station—it will skip that station. In my case I want the...
- Sun Oct 18, 2020 4:49 am
- Forum: Ideas and Suggestions
- Topic: [Train] New wait condition to compliment v1.1 — condition to not skip stations
- Replies: 4
- Views: 2389
[Train] New wait condition to compliment v1.1 — condition to not skip stations
Trains are my current stumbling block. I can't seem to get a world past 3-4 trains before I get frustrated with trying to make them dynamic. Thankfully, v1.1 is bringing the train limit to train stations. I've started building a "big" train network in my v1.0 world to accommodate the v1.1 ...
- Sat May 06, 2017 7:24 am
- Forum: Maps and Scenarios
- Topic: [0.15] Scenario: Island Spawn
- Replies: 2
- Views: 8132
[0.15] Scenario: Island Spawn
Been working on an Island Spawn scenario which I teased on reddit. Unfortunately the mods thought it was a rule 9 violation :lol: In this scenario you spawn on an island with default resources and some electric poles. The four main resources—iron, copper, coal, and stone "infinitely" spawn...
- Tue Jun 28, 2016 2:21 am
- Forum: Not a bug
- Topic: [0.13.0] Spawners spawn far too close
- Replies: 25
- Views: 16204
[0.13.0] Spawners spawn far too close
See images below for issue.
Started my first non-peaceful game (just launched a rocket on peaceful). I switched to hostile enemies. After a bit, two spawners spawned literally in my base.
Started my first non-peaceful game (just launched a rocket on peaceful). I switched to hostile enemies. After a bit, two spawners spawned literally in my base.