Search found 390 matches
- Thu Feb 27, 2025 12:34 pm
- Forum: Modding interface requests
- Topic: LuaSchedule API
- Replies: 2
- Views: 216
Re: LuaSchedule API
Thank you for adding this to Factorio!
A few comments:
- LuaSchedule::add_record should either return the index at which the record was inserted *or* have a parameter that allows defining where the record goes in the schedule. Currently I do
schedule.add_record { ... }
local index = schedule ...
- Thu Feb 27, 2025 2:19 am
- Forum: Implemented mod requests
- Topic: LuaSchedule::clear_records/clear_interrupts
- Replies: 1
- Views: 140
LuaSchedule::clear_records/clear_interrupts
Hey,
it would also be awesome if we could clear all the records & interrupts with one command.
Greetz,
Luzifer
it would also be awesome if we could clear all the records & interrupts with one command.
Greetz,
Luzifer
- Thu Feb 27, 2025 1:51 am
- Forum: Implemented mod requests
- Topic: LuaSchedule::add_record insert index
- Replies: 1
- Views: 167
LuaSchedule::add_record insert index
Hey,
it would be awesome if we could give the add_record option a index at which it should insert.
Greetz,
Luzifer
it would be awesome if we could give the add_record option a index at which it should insert.
Greetz,
Luzifer
- Thu Feb 27, 2025 1:46 am
- Forum: Implemented mod requests
- Topic: Extend LuaSchedule with bulk operations
- Replies: 1
- Views: 132
Extend LuaSchedule with bulk operations
Hey,
I love the LuaSchedule, but I'm mussing bulk operations a bit.
So what I would want to have is:
get_interrupts
returns a array/table of all the interrupts
add_interrupts
lets you add all the interrupts inside a array/table at once
For now I only have these two, but there could be ...
I love the LuaSchedule, but I'm mussing bulk operations a bit.
So what I would want to have is:
get_interrupts
returns a array/table of all the interrupts
add_interrupts
lets you add all the interrupts inside a array/table at once
For now I only have these two, but there could be ...
- Thu Feb 20, 2025 4:47 pm
- Forum: Not a bug
- Topic: [2.0.28] IconData default size depends on other IconData objects in the array
- Replies: 12
- Views: 742
Re: [2.0.28] IconData default size depends on other IconData objects in the array
Okay, after boskid's comment I now understand I made a error myself.
Sry.
Sry.
- Thu Feb 20, 2025 4:41 pm
- Forum: Not a bug
- Topic: [2.0.28] IconData default size depends on other IconData objects in the array
- Replies: 12
- Views: 742
Re: [2.0.28] IconData default size depends on other IconData objects in the array
You're melding the existing icon definition of:
icons =
{
{
icon = "__graphic_test_mod__/advisor256.png",
icon_size = 256,
}
}
With a new icon definition that starts as:
icons = {
{
icon = modName .. "/graphics/64x64-empty.png"
}
}
Melding those two tables will result in:
icons ...
- Thu Feb 20, 2025 3:09 pm
- Forum: Not a bug
- Topic: [2.0.28] IconData default size depends on other IconData objects in the array
- Replies: 12
- Views: 742
Re: [2.0.28] IconData default size depends on other IconData objects in the array
That is not correct. Those numbers are the expected icon size. The expected size affects some things about icons (such as scale), but icon_size itself defaults to 64 even for those prototypes. This is documented here: https://lua-api.factorio.com/latest/types/IconData.html
Right, I missed ...
- Wed Jan 08, 2025 2:06 am
- Forum: Ideas and Suggestions
- Topic: Add Vehicle Braking Force for cryogenic science
- Replies: 1
- Views: 221
Add Vehicle Braking Force for cryogenic science
Hey, it would be awesome if we could get a infinite vehicle braking force research after getting cryogenic science pack.
What it would do is the same as the braking force for trains BUT also do it for vehicles, like the tank and car.
With quality fuel, braking a tank is like doing 10 rounds or ...
What it would do is the same as the braking force for trains BUT also do it for vehicles, like the tank and car.
With quality fuel, braking a tank is like doing 10 rounds or ...
- Mon Jan 06, 2025 11:05 pm
- Forum: Minor issues
- Topic: [2.0.29] Quality icon on cargo & fluid wagon besides selection corner instead on top of it
- Replies: 3
- Views: 442
Re: [2.0.29] Quality icon on cargo & fluid wagon besides selection corner instead on top of it
After a bit more testing, any rotating of the cargo wagon results in a different position for the quality icon, but not once on the selecion corner.
Horizontal rotated: Vertical rotated:
Horizontal rotated: Vertical rotated:
- Mon Jan 06, 2025 11:03 pm
- Forum: Minor issues
- Topic: [2.0.29] Quality icon on cargo & fluid wagon besides selection corner instead on top of it
- Replies: 3
- Views: 442
[2.0.29] Quality icon on cargo & fluid wagon besides selection corner instead on top of it
Hey, when placing a quality cargo or fluid wagon horizontal instead of vertical, the quality icon doesnt get adjusted correctly.
Vertical:
01-07-2025, 00-02-07.png
Horizontal:
01-07-2025, 00-02-30.png
I expect it to place the quality icon bottom left on the selection corner, not top left ...
Vertical:
01-07-2025, 00-02-07.png
Horizontal:
01-07-2025, 00-02-30.png
I expect it to place the quality icon bottom left on the selection corner, not top left ...
- Sun Dec 22, 2024 9:27 pm
- Forum: Not a bug
- Topic: [2.0.28] IconData default size depends on other IconData objects in the array
- Replies: 12
- Views: 742
Re: [2.0.28] IconData default size depends on other IconData objects in the array
Ah I didnt know that.raiguard wrote: Sun Dec 22, 2024 8:56 pm When posting to the forums, always post the full log. We have some tooling that allows us to sync mods from a log file.
Here you go.
- Fri Dec 20, 2024 10:08 pm
- Forum: Not a bug
- Topic: [2.0.28] IconData default size depends on other IconData objects in the array
- Replies: 12
- Views: 742
- Fri Dec 20, 2024 8:23 pm
- Forum: Not a bug
- Topic: [2.0.28] IconData default size depends on other IconData objects in the array
- Replies: 12
- Views: 742
[2.0.28] IconData default size depends on other IconData objects in the array
Hey,
so Semenar and me did some testing to find the problem in my mod.
We found then out when the first icon inside a icons array has no icon_size set and then another icon in that array has a bigger icon_size then the default value, it will produce a error. But when I then set the icon_size to the ...
so Semenar and me did some testing to find the problem in my mod.
We found then out when the first icon inside a icons array has no icon_size set and then another icon in that array has a bigger icon_size then the default value, it will produce a error. But when I then set the icon_size to the ...
- Sat Dec 07, 2024 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Factoriopedia number formatting
- Replies: 1
- Views: 208
Factoriopedia number formatting
Hey,
it would be awesome if the numbers in factoriopedia would have some formatting.
Like in the images below, add some seperators to make the number more readable. Greetz,
Luzifer
it would be awesome if the numbers in factoriopedia would have some formatting.
Like in the images below, add some seperators to make the number more readable. Greetz,
Luzifer
- Thu Dec 05, 2024 9:02 pm
- Forum: Implemented mod requests
- Topic: [2.0] Be able to read/write interrupts for trains/space platforms
- Replies: 24
- Views: 2731
Re: [2.0] Be able to read/write interrupts for trains/space platforms
Yes, that's consistent. The train has to be in a group, and there has to be at least one other train in the group for it to copy from when you assign the group. You could script-create a hidden train to make sure that is always true.
It is currently impossible to modify the schedule via script ...
- Tue Dec 03, 2024 8:59 pm
- Forum: Modding interface requests
- Topic: Move get_item_localised_name from the quality mod to core utils
- Replies: 4
- Views: 445
Move get_item_localised_name from the quality mod to core utils
Hey,
the function get_item_localised_name from the quality mod is awesome, but it would be even better if it was a utils function.
Greetz,
Luzifer
the function get_item_localised_name from the quality mod is awesome, but it would be even better if it was a utils function.
Greetz,
Luzifer
- Sat Nov 30, 2024 4:59 am
- Forum: Not a bug
- Topic: [2.0.23] Underground pipe connections fail when underground_collision_mask differs in fluid_box.pipe_connections
- Replies: 2
- Views: 464
[2.0.23] Underground pipe connections fail when underground_collision_mask differs in fluid_box.pipe_connections
Description:
While experimenting with underground pipe connections, I found that pipes to ground require both the same connection_type and matching underground_collision_mask values in fluid_box.pipe_connections to connect. If the underground_collision_mask layers differ, the connection fails ...
While experimenting with underground pipe connections, I found that pipes to ground require both the same connection_type and matching underground_collision_mask values in fluid_box.pipe_connections to connect. If the underground_collision_mask layers differ, the connection fails ...
- Mon Nov 25, 2024 6:04 pm
- Forum: Modding interface requests
- Topic: [2.0] More quality options for AchievementsPrototype
- Replies: 2
- Views: 295
Re: [2.0] More quality options for AchievementsPrototype
I am going to throw this to wont implement due to lack of precise descriptions what the quality filter would be supposed to cover in at least 2 cases. Keep in mind that interface requests should at least look like something usable for mods so just throwing a list of wishes without saying anything ...
- Tue Nov 05, 2024 12:51 am
- Forum: Ideas and Suggestions
- Topic: Factoriopedia toggle to show only items in the categories
- Replies: 0
- Views: 157
Factoriopedia toggle to show only items in the categories
Hey,
it would be awesome of there was a toggle/general option to NOT show any recipes in the categories.
These recipe would still be displayed in the side view, when clicking on a item.
If we look at these two screenshots here, we can see that the factoriopedia is very full now:
11-05-2024, 02-00 ...
it would be awesome of there was a toggle/general option to NOT show any recipes in the categories.
These recipe would still be displayed in the side view, when clicking on a item.
If we look at these two screenshots here, we can see that the factoriopedia is very full now:
11-05-2024, 02-00 ...
- Sat Nov 02, 2024 8:35 pm
- Forum: Ideas and Suggestions
- Topic: Please, PLEASE make circuit connection behavior configurable per wire
- Replies: 51
- Views: 5925
[2.0] Entity control behaviour r/g wire selection
Hey,
it would be awesome if we could get a R/G selection for all the different control behaviours, like in the decider combinator.
It would make building a circuit much easier and cleaner.
Greetz,
Luzifer
it would be awesome if we could get a R/G selection for all the different control behaviours, like in the decider combinator.
It would make building a circuit much easier and cleaner.
Greetz,
Luzifer