Search found 253 matches

by DedlySpyder
Fri Sep 24, 2021 5:08 pm
Forum: Implemented Suggestions
Topic: [Implemented] Instrument Mode on Headless
Replies: 3
Views: 2067

Re: Instrument Mode on Headless

Thanks! This works perfectly
by DedlySpyder
Fri Sep 17, 2021 3:19 am
Forum: Modding interface requests
Topic: Log Something When Mod is Missing Dependency
Replies: 8
Views: 3212

Re: Log Something When Mod is Missing Dependency

I suppose I could, but I assume there are plenty of edge cases that would complicate the matter. For example, dependencies can specify the version as well. If I were to do this myself, I would probably do it with a debug.sethook in lua (since I'm working with an instrument mod). But that's super nic...
by DedlySpyder
Thu Sep 16, 2021 11:33 pm
Forum: Modding interface requests
Topic: Log Something When Mod is Missing Dependency
Replies: 8
Views: 3212

Re: Log Something When Mod is Missing Dependency

It seems there is at least notes that the there are duplicate mods, which I believe would have to be right before dependency resolution (you can't figure out dependencies before you figure out the valid mods). Then it will load the mods in the various stages and say how long they took to load. 0.852...
by DedlySpyder
Thu Sep 16, 2021 3:48 am
Forum: Modding interface requests
Topic: Log Something When Mod is Missing Dependency
Replies: 8
Views: 3212

Re: Log Something When Mod is Missing Dependency

can be easily seen in the mods-manager This is true, but I have been working with some tooling that runs Factorio through a script, so this isn't possible. I'm also not sure what you mean by loading phase? Before data/settings, sure, but you mean that the factorio-current.log isn't even being writt...
by DedlySpyder
Wed Sep 15, 2021 4:55 am
Forum: Modding interface requests
Topic: Log Something When Mod is Missing Dependency
Replies: 8
Views: 3212

Log Something When Mod is Missing Dependency

Currently, if a mod is added manually without it's dependencies it will be added to the mod-list.json and enabled, but will silently not run in Factorio. Can a log message be added to describe that this is happening? Why it is happening would be preferable, but at least that it was skipped on purpos...
by DedlySpyder
Mon Sep 13, 2021 10:05 pm
Forum: Implemented Suggestions
Topic: [Implemented] Instrument Mode on Headless
Replies: 3
Views: 2067

[Implemented] Instrument Mode on Headless

The headless install of Factorio does not include instrument mode. I assume this is because instrument mode is not useable with multiplayer. Automated tools would be best with headless mode because it is x7 times smaller than the main install, and doesn't require much extra setup. Any change this ca...
by DedlySpyder
Mon May 31, 2021 2:44 am
Forum: Modding interface requests
Topic: Add invert to LuaSurface Find Tile Interfaces
Replies: 0
Views: 808

Add invert to LuaSurface Find Tile Interfaces

Both find_entities_filtered and count_entities_filtered have an "invert" parameter to invert the filters, can we please have the same added to find_tiles_filtered and count_tiles_filtered?
by DedlySpyder
Thu Apr 15, 2021 9:38 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 99757

Re: Small documentation improvement requests

Took a look through my bug reports, which were normally because something was unclear to me: [*] LuaEntity.destroy() Returns True on Invalid Entity - Rseding told me this only returns false if it failed to destroy a valid entity. [*] LuaSurface.find_non_colliding_position() Infinite Loop 0 Radius - ...
by DedlySpyder
Tue Jan 05, 2021 10:33 pm
Forum: Modding interface requests
Topic: [1.1.6][Modding] Entity placeable_by Hidden Dependency on Item's Order
Replies: 15
Views: 5843

Re: [1.1.6][Modding] Entity placeable_by Hidden Dependency on Item's Order

Rseding91 wrote: Tue Jan 05, 2021 5:34 pm
...
When set on an item; that item always comes first in the items-to-build-this on an entity. So you can force a specific item to be the one that the game tries to use to build something.
Awesome, this covers my use case then.
by DedlySpyder
Thu Dec 24, 2020 9:46 pm
Forum: Modding interface requests
Topic: [1.1.6][Modding] Entity placeable_by Hidden Dependency on Item's Order
Replies: 15
Views: 5843

Re: [1.1.6][Modding] Entity placeable_by Hidden Dependency on Item's Order

I admit I'm confused about what the mod described above actually does, it sounds like it is a generic chest that can be cycled between variants. I would have thought placeable_by works just fine for this case but maybe there is some wrinkle I'm not understanding. I think the difference between our ...
by DedlySpyder
Thu Dec 24, 2020 7:02 pm
Forum: Modding interface requests
Topic: [1.1.6][Modding] Entity placeable_by Hidden Dependency on Item's Order
Replies: 15
Views: 5843

Re: [1.1.6][Modding] Entity placeable_by Hidden Dependency on Item's Order

If you have several items that place the same entity you don't really need placeable_by. Except that then blueprints are just chosen by whichever is first in the sort order, so if you want any kind of control over that you'd need something. And yes, all of this would be solved if the bots were arra...
by DedlySpyder
Thu Dec 24, 2020 2:38 am
Forum: Modding interface requests
Topic: [1.1.6][Modding] Entity placeable_by Hidden Dependency on Item's Order
Replies: 15
Views: 5843

Re: [1.1.6][Modding] Entity placeable_by Hidden Dependency on Item's Order

What this is depends on what the goal of placeable_by is. Is it just another way to say place_result, but from the entity side of things? Or is it actually different. If it's supposed to be an override (which is how the wiki reads to me), then this is a bug: Determines which item is picked when &quo...
by DedlySpyder
Wed Dec 23, 2020 8:06 pm
Forum: Modding interface requests
Topic: [1.1.6][Modding] Entity placeable_by Hidden Dependency on Item's Order
Replies: 15
Views: 5843

Re: [1.1.6][Modding] Entity placeable_by Hidden Dependency on Item's Order

As far as i understood what @Rseding91 said in this thread there can only be one item that bots use to build an entity. The array is meaningless. And if you rely on that it's probably easier to just make sure (data-final-fixes?) that your entities are placeable by exactly one item. I did see that, ...
by DedlySpyder
Wed Dec 23, 2020 2:50 pm
Forum: Modding interface requests
Topic: [1.1.6][Modding] Entity placeable_by Hidden Dependency on Item's Order
Replies: 15
Views: 5843

[1.1.6][Modding] Entity placeable_by Hidden Dependency on Item's Order

I recently switch my Generic Logistic Chest mod to using placeable_by instead of using my own implementation of this logic for ghosts, upgrades, and pipette. This mod allows the player to place a "generic" chest and switch it to any other logistic chest (specific "replacement" ch...
by DedlySpyder
Fri Dec 04, 2020 6:56 pm
Forum: General discussion
Topic: Alt-F4 #16 - Modulating Pure Speed
Replies: 5
Views: 3066

Re: Alt-F4 #16 - Modulating Pure Speed

Though it looks like scroll wheel is disabled for custom inputs Works fine for me (just tested with a random modded input), even with modifier keys. Weird, I'll try it out tonight. The wiki must be out of date: "mouse-wheel-up", "mouse-wheel-down", "mouse-wheel-left", ...
by DedlySpyder
Fri Dec 04, 2020 6:22 pm
Forum: General discussion
Topic: Alt-F4 #16 - Modulating Pure Speed
Replies: 5
Views: 3066

Re: Alt-F4 #16 - Modulating Pure Speed

In retrospect though, I can’t believe it wasn’t in the mod from the beginning In not so much retrospect (never used that mod) that menu looks clunky. Why isn't it a simple "scroll-wheel to select next chest type" *before* placement? Or at least "place last used chest type by default&...
by DedlySpyder
Wed Nov 18, 2020 3:15 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][1.0.0] Crash from Container changed to Logistic Chest in Blueprint library
Replies: 1
Views: 3086

[Twinsen][1.0.0] Crash from Container changed to Logistic Chest in Blueprint library

When working on a mod of mine I tried to change some code that takes a logistic chest and turns it into a normal container. I'm trying to stop this and just keep it as a logistic chest. When I do this, then the game boots fine, but hard crashes when I try to load up a new game or a save. I saw some ...
by DedlySpyder
Sun Oct 18, 2020 7:03 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.0.0] Fast Replacing Entity Connected To Ghost Deletes Wire
Replies: 2
Views: 3788

[kovarex] [1.0.0] Fast Replacing Entity Connected To Ghost Deletes Wire

Fast replacing (via script or just manually) a real entity that has a circuit connection to a ghost entity causes the wire to be removed. Example: If I create a real chest with a green wire connection to a ghost power pole and fast replace the chest then the wire connection is removed. The assumptio...
by DedlySpyder
Sat Oct 03, 2020 6:25 pm
Forum: Not a bug
Topic: [1.0.0][Modding] Ghost Lost in Migration When Changing Entity Type
Replies: 2
Views: 1562

Re: [1.0.0][Modding] Ghost Lost in Migration When Changing Entity Type

Ok, I figured it might be some quirk. Thanks for the update.
by DedlySpyder
Sat Oct 03, 2020 3:41 am
Forum: Not a bug
Topic: [1.0.0][Modding] Ghost Lost in Migration When Changing Entity Type
Replies: 2
Views: 1562

[1.0.0][Modding] Ghost Lost in Migration When Changing Entity Type

If an entity has a ghost placed, then that entity is migrated to an entity with a different type, the normal entities will be mirgated correctly but the ghosts disappear and are not migrated. I have attached a sample mod to make this happen. The save is from the original run, where I had a "foo...

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