Search found 390 matches

by LuziferSenpai
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 ...
by LuziferSenpai
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
by LuziferSenpai
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
by LuziferSenpai
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 ...
by LuziferSenpai
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.
by LuziferSenpai
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 ...
by LuziferSenpai
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 ...
by LuziferSenpai
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 ...
by LuziferSenpai
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:
01-07-2025, 00-07-40.png
01-07-2025, 00-07-40.png (151.74 KiB) Viewed 432 times
Vertical rotated:
01-07-2025, 00-07-51.png
01-07-2025, 00-07-51.png (172.41 KiB) Viewed 432 times
by LuziferSenpai
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 ...
by LuziferSenpai
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

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.
Ah I didnt know that.
Here you go.
factorio-current.log
(12.61 KiB) Downloaded 18 times
by LuziferSenpai
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

Re: [2.0.28] Parallel sprite loading failed / IconData default size depends on other IconData objects in the array

Loewchen wrote: Fri Dec 20, 2024 9:04 pm Post the complete log please, see 3638.
raiguard told me to post it and he was fine with the message above.
by LuziferSenpai
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 ...
by LuziferSenpai
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.
{21E72AD6-747B-4B0D-AEE6-84542CC7E313}.png
{21E72AD6-747B-4B0D-AEE6-84542CC7E313}.png (62.1 KiB) Viewed 208 times
{528B62DC-B5D6-42FE-A8B7-9BBA1D54B56E}.png
{528B62DC-B5D6-42FE-A8B7-9BBA1D54B56E}.png (96.88 KiB) Viewed 208 times
Greetz,

Luzifer
by LuziferSenpai
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 ...
by LuziferSenpai
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
by LuziferSenpai
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 ...
by LuziferSenpai
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 ...
by LuziferSenpai
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 ...
by LuziferSenpai
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

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