Search found 66 matches

by Atria
Wed Jan 01, 2025 8:59 am
Forum: Modding interface requests
Topic: Lua undo/redo actions
Replies: 0
Views: 206

Lua undo/redo actions

Add support for new type of UndoRedoAction : "lua". New API function would have be created which would allow mods to register undoable actions which don't fit rest of undo/redo system.

So when mod wants to do something which currently isn't supported by undo/redo system the mod would call "player ...
by Atria
Thu Dec 12, 2024 7:29 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [2.0.25] Blueprint parameter are not resolved for space platform schedule conditions
Replies: 2
Views: 2117

[Kovarex] [2.0.25] Blueprint parameter are not resolved for space platform schedule conditions

If I have a space platform, where planet stop has condition of for example "Item count", then I create parametrized blueprint from it and then place it (selecting value for that parameter), the resulting condition still has "Parameter 1" signal instead signal I selected

Happens for space platforms ...
by Atria
Thu Oct 31, 2024 2:17 pm
Forum: Modding interface requests
Topic: Provide a way to access ghost's inventory
Replies: 0
Views: 306

Provide a way to access ghost's inventory

Right now what I ask for LuaEntity.get_inventory(defines.inventory.chest) of ghost entity (which ghost is a chest) I get nil.

However this is possible to do in the game (for example to set a inventory bar or set construction requests to fill certain slots).

Allow mods to access ghost entity ...
by Atria
Sat Oct 19, 2024 6:43 am
Forum: Ideas and Suggestions
Topic: [2.0] Add possibility to open remove view on entity currently selected by other player
Replies: 0
Views: 230

[2.0] Add possibility to open remove view on entity currently selected by other player

The feature which allows to see other player's location and track their movement is great, but it doesn't help if they are also using remove view.

It would be great if I could open my remove view on location of other player's current selected entity in similar way how I can do it for the player's ...
by Atria
Fri Oct 18, 2024 6:47 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.5] Running JSON migrations with Lua code is painfully slow
Replies: 4
Views: 662

Re: [boskid][2.0.5] Running JSON migrations with Lua code is painfully slow

Would it be possible to still allow to run Lua script to generate array of normal migrations instead of listing them manually?
by Atria
Fri Oct 18, 2024 3:52 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.5] Running JSON migrations with Lua code is painfully slow
Replies: 4
Views: 662

[boskid][2.0.5] Running JSON migrations with Lua code is painfully slow

For example when I have SA with just one mods (attached) which have this migration code, which does actually no migration:

{
"item": [
"for k, v in pairs(mapping) do end"
],
"recipe": [
"for k, v in pairs(mapping) do end"
],
"entity": [
"for k, v in pairs(mapping) do end"
]
}


just ...
by Atria
Mon Aug 12, 2024 2:56 pm
Forum: Modding interface requests
Topic: Emit event when LuaPlayer.character was changed
Replies: 0
Views: 318

Emit event when LuaPlayer.character was changed

Some mods change player's character, at which point some other mods might want to do some actions on the new character.

In my specific case I'd like to apply reach distance bonuses (mod "far-reach") after player is transformed to Ulric man in Pyanodon (mod "pyalienlife").
by Atria
Fri Jul 05, 2024 5:44 pm
Forum: Minor issues
Topic: [1.1.109] LuaSurface.create_entity uses 0 based indexing for the "bar"
Replies: 2
Views: 728

Re: [1.1.109] LuaSurface.create_entity uses 0 based indexing for the "bar"

Plus breaking use of LuaSurface.create_entity in all existing mods which use bar. But to be fair it's probably not that common
by Atria
Thu Jul 04, 2024 1:15 pm
Forum: Minor issues
Topic: [1.1.109] LuaSurface.create_entity uses 0 based indexing for the "bar"
Replies: 2
Views: 728

[1.1.109] LuaSurface.create_entity uses 0 based indexing for the "bar"

When I create entity (specifically a chest) with LuaSurface.create_entity I can provide "bar" parameter which will be used to set bar of a chest.

But this "bar" is treated as zero-based index, instead of 1-based index as all other method which work with inventory bar


-- setting "bar" to 10, so ...
by Atria
Sat Apr 06, 2024 3:59 am
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 9550

Re: make more entity prototypes support rotation

What about adding support for rotations of not rotatable entities by adding new field to entity prototype? This field would contain name of other entity (of same type) which is mean to be a 90Β° rotated version of the first entity. Making four entity prototypes chained like this would simulate ...
by Atria
Sun Mar 24, 2024 7:01 am
Forum: Implemented mod requests
Topic: Provide length of LuaTransportLine
Replies: 1
Views: 759

Provide length of LuaTransportLine

LuaTransportLine allows placing items on the line but doesn't provide range of the "position" argument. We can check if item can be inserted to specific position, but when it fails we don't know if it failed because of another item blocking the position or that I tried to place item after then end ...
by Atria
Sat Mar 23, 2024 7:26 am
Forum: Modding interface requests
Topic: Traversing entities of LuaTransportLine
Replies: 0
Views: 429

Traversing entities of LuaTransportLine

All functions of LuaTransportLine appears to work on part of transport line of entity I got the got it from. Except for "line_equals", "input_lines" and "output_lines" which operate on entire tranport line, spanning possibly multiple tiles.

This makes traversing the entities of tranport lines ...
by Atria
Sun Jan 15, 2023 5:59 am
Forum: Minor issues
Topic: [1.1.74] LuaPlayer.pipette_entity doesn't copy entity direction
Replies: 4
Views: 1704

Re: [1.1.74] LuaPlayer.pipette_entity doesn't copy entity direction

Ok, I think I understand now.

So it is not even possible to set the build direction unless new packet type is created to send this information to the target client.

And about LuaPlayer.pipette_entity: I don't know how overloads of this function work but I guess when I pass LuaEntity it just gets ...
by Atria
Sun Jan 15, 2023 4:37 am
Forum: Minor issues
Topic: [1.1.74] LuaPlayer.pipette_entity doesn't copy entity direction
Replies: 4
Views: 1704

Re: [1.1.74] LuaPlayer.pipette_entity doesn't copy entity direction

At first I was trying to implement something that was part of base game for a couple of years and I never found it in Interface setting. (Ghost being put into cursor if item was not found in player's inventory)

After being told it that this feature already exists I'd say this report is reduced to ...
by Atria
Sat Jan 14, 2023 7:24 am
Forum: Minor issues
Topic: [1.1.74] LuaPlayer.pipette_entity doesn't copy entity direction
Replies: 4
Views: 1704

[1.1.74] LuaPlayer.pipette_entity doesn't copy entity direction

Factorio API states that LuaPlayer.pipette_entity works the same as if smart pipette (Q) was invoked by player: https://lua-api.factorio.com/1.1.74/LuaPlayer.html#LuaPlayer.pipette_entity

However the entity direction is not copied correctly even if I'm passing LuaEntity to the LuaPlayer.pipette ...
by Atria
Fri Apr 03, 2020 3:28 am
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 18693

Re: [Request] Chest, Warehouse and Trash dump sprites

Hi bennybobz,
Complete spritesheet have 9 segments:
1 2 3
4 5 6
7 8 9
and 2, 4, 5, 6 and 8 must be tileable. Segment 5 must be 64x64, segments 2 and 8 must be 64 pixels wide and segments 4 and 6 must be 64 pixels high. It is not necessary but generalily easier to just make a sprite that would 3x3 ...
by Atria
Thu Apr 02, 2020 3:36 am
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 18693

Re: [Request] Chest, Warehouse and Trash dump sprites

Hi,
this would be a good replacement for 2xN warehouses. Basically shipping containers. I'd just prefer for it to be higher (now it looks like smaller than a player and shipping containers are about 3 meters high IRL).
Also separate shadow sprite would be nice, so that game renders it correctly, but ...
by Atria
Sun Mar 03, 2019 4:17 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.4] Desync when defines.events.on_lua_shortcut handler tries to modify player.cursor_stack
Replies: 1
Views: 2573

[Oxyd] [0.17.4] Desync when defines.events.on_lua_shortcut handler tries to modify player.cursor_stack

Description:
My mod is using new shortcuts to insert item into player's cursor_stack. But when event handler of defines.events.on_lua_shortcut tries to call player.clean_cursor() or player.cursor_stack.can_set_stack(...) or player.cursor_stack.set_stack(...) it causes a client to desync.

Code in ...
by Atria
Sat Oct 13, 2018 8:53 am
Forum: Modding help
Topic: Fluid connection from prototype
Replies: 2
Views: 1664

Re: Fluid connection from prototype

I though so as well. I won't need it in 0.17 since my mod is trying to do the fluid optimalisation before 0.17 is released.
by Atria
Sat Oct 13, 2018 6:40 am
Forum: Modding help
Topic: Fluid connection from prototype
Replies: 2
Views: 1664

Fluid connection from prototype

Does anyone knows if it's possible to get relative/absolute positions where a game entity could connect to pipe? Essentially get fluid_box.pipe_connections or fluid_boxes[1].pipe_connections from entity prototype?

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