Search found 253 matches
- 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
- 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...
- 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...
- 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...
- 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...
- 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...
- 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?
- 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 - ...
- 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
- 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 ...
- 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...
- 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...
- 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, ...
- 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...
- 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", ...
- 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&...
- 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 ...
- 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...
- 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.
- 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...