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 ...
Search found 66 matches
- Wed Jan 01, 2025 8:59 am
- Forum: Modding interface requests
- Topic: Lua undo/redo actions
- Replies: 0
- Views: 206
- 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 ...
Happens for space platforms ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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?
- 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 ...
{
"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 ...
- 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").
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").
- 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
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
This makes traversing the entities of tranport lines ...
- 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 ...
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 ...
- 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 ...
After being told it that this feature already exists I'd say this report is reduced to ...
- 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 ...
However the entity direction is not copied correctly even if I'm passing LuaEntity to the LuaPlayer.pipette ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
- 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?