Search found 16 matches

by BinarySpike
Fri Mar 22, 2024 4:08 pm
Forum: Minor issues
Topic: [1.1.105] Mods can set special signals (undefined behavior)
Replies: 1
Views: 192

[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 settingsā€”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...
by BinarySpike
Fri Jan 05, 2024 7:40 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 24027

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 ...
by BinarySpike
Fri Jan 05, 2024 7:38 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1209860

Re: Bugs & FAQ

KiwiHawk wrote: ā†‘
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
This was fixed in one of the last couple updates of Blueprint Variables.
by BinarySpike
Wed Oct 25, 2023 4:49 am
Forum: Modding interface requests
Topic: Expose entity-ghost Inventory Filters to Lua
Replies: 1
Views: 623

Re: Expose entity-ghost Inventory Filters to Lua

šŸ‘ +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...
by BinarySpike
Fri Oct 20, 2023 9:46 pm
Forum: Modding interface requests
Topic: API: Add PrototypeFilter for type="signal"
Replies: 3
Views: 1999

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:
Image
by BinarySpike
Fri Oct 20, 2023 5:24 am
Forum: Modding interface requests
Topic: For entity-ghost, add LuaEntity.get_train_schedule()
Replies: 1
Views: 278

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()` listā€”which has `entity_number` and `schedule` properties. This would have the added benefit of being able to correlate other entity-ghosts to ...
by BinarySpike
Fri Oct 20, 2023 3:12 am
Forum: Modding interface requests
Topic: For entity-ghost, add LuaEntity.get_train_schedule()
Replies: 1
Views: 278

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...
by BinarySpike
Thu Jan 26, 2023 1:19 am
Forum: Modding interface requests
Topic: copy-paste by blueprint should trigger an event
Replies: 7
Views: 1723

Re: copy-paste by blueprint should trigger an event

Would benefit this mod as well:
Image
by BinarySpike
Sun Jan 22, 2023 11:20 pm
Forum: Modding interface requests
Topic: copy-paste by blueprint should trigger an event
Replies: 7
Views: 1723

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...
by BinarySpike
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: 666

Re: [1.1.76] on_built_entity loses stack on clear_cursor with blueprint

Rseding91 wrote: ā†‘
Wed Jan 18, 2023 3:41 am
Thanks for the report however this is working as intended.
Can we get this added to the docs? Maybe, "A reference to the stack this comes from, for example the player's cursor"

Image

Thanks!
by BinarySpike
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: 666

[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) .. ": "...
by BinarySpike
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: 4229

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.
by BinarySpike
Sun Oct 18, 2020 4:01 pm
Forum: Ideas and Suggestions
Topic: [Train] New wait condition to compliment v1.1 ā€” condition to not skip stations
Replies: 4
Views: 2039

Re: [Train] New wait condition to compliment v1.1 ā€” 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 listā€”and when it's time for that train to path to that stationā€”it will skip that station. In my case I want the...
by BinarySpike
Sun Oct 18, 2020 4:49 am
Forum: Ideas and Suggestions
Topic: [Train] New wait condition to compliment v1.1 ā€” condition to not skip stations
Replies: 4
Views: 2039

[Train] New wait condition to compliment v1.1 ā€” 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 ...
by BinarySpike
Sat May 06, 2017 7:24 am
Forum: Maps and Scenarios
Topic: [0.15] Scenario: Island Spawn
Replies: 2
Views: 7795

[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 resourcesā€”iron, copper, coal, and stone "infinitely" spawn...
by BinarySpike
Tue Jun 28, 2016 2:21 am
Forum: Not a bug
Topic: [0.13.0] Spawners spawn far too close
Replies: 25
Views: 14701

[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.
Map image
Map image
map.png (30.43 KiB) Viewed 9447 times
In-game image
In-game image
image4.png (388.46 KiB) Viewed 9447 times

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