Search found 32 matches
- Sun Dec 29, 2024 4:40 am
- Forum: Modding interface requests
- Topic: Enabling/disabling space connections at runtime
- Replies: 2
- Views: 312
Re: Enabling/disabling space connections at runtime
Not to mention this could allow "discover a faster route to X planet that skips needing to go through Y planet" type techs.
- Fri Dec 20, 2024 2:35 pm
- Forum: Modding interface requests
- Topic: Event for when a agri-tower prototype plants trees?
- Replies: 8
- Views: 392
Re: Event for when a agri-tower prototype plants trees?
Seems to me like you should check the Not Going to Implement forum, unfortunately.curiosity wrote: Thu Dec 19, 2024 8:02 pmSeems to me like you should instead ask for plants to have quality.
- Thu Dec 19, 2024 7:49 pm
- Forum: Modding interface requests
- Topic: Event for when a agri-tower prototype plants trees?
- Replies: 8
- Views: 392
Re: Event for when a agri-tower prototype plants trees?
Still seems like an event would be helpful, since it would presumably pass the tower that did the planting and save needing to find it.
In fact, if the event also passed the item that was planted, that would allow for quality plantables - you could check if the seed was quality and if so replace ...
In fact, if the event also passed the item that was planted, that would allow for quality plantables - you could check if the seed was quality and if so replace ...
- Sat Dec 14, 2024 3:07 pm
- Forum: Modding interface requests
- Topic: Allow creating space platforms at any space-location
- Replies: 6
- Views: 463
Re: Allow creating space platforms at any space-location
Why not just create an "empty space" planet?
That's what I've been doing so far. The main problem was that players were able to drop down to it, but when I next have time I'll try hiding it as suggested. I'm not sure what'll happen to the space route when I do, I'll have to see.
Clearly ...
- Tue Dec 10, 2024 7:49 pm
- Forum: Modding interface requests
- Topic: Allow creating space platforms at any space-location
- Replies: 6
- Views: 463
Re: Allow creating space platforms at any space-location
Why not just create an "empty space" planet?
- Fri Nov 29, 2024 3:23 pm
- Forum: Modding interface requests
- Topic: Feature Request: Add Optional Chaining (?.) Operator to Factorio Lua
- Replies: 7
- Views: 435
Re: Feature Request: Add Optional Chaining (?.) Operator to Factorio Lua
This would definitely be super convenient if it existed. Giant walls of nil checks looks ugly and I almost always forget one...
- Thu Nov 28, 2024 6:09 am
- Forum: Modding interface requests
- Topic: Small Lightning Collector Requests
- Replies: 0
- Views: 114
Small Lightning Collector Requests
1) It would be nice if the actual range of a specific lightning collector was directly available in the LuaEntity. Currently you have to get the prototype and quality and math out the range from those.
2) It would also be nice if lightning collectors being blocked from placement on planets without ...
2) It would also be nice if lightning collectors being blocked from placement on planets without ...
- Thu Nov 28, 2024 5:46 am
- Forum: Implemented mod requests
- Topic: Event for launching a cargo pod from a space platform
- Replies: 5
- Views: 490
Re: Event for launching a cargo pod from a space platform
Would be real cool if the event passed the contents of the pod, too.
- Thu Nov 28, 2024 5:45 am
- Forum: Modding interface requests
- Topic: [2.x] Add field for name of logistic network
- Replies: 3
- Views: 234
Re: [2.x] Add field for name of logistic network
What do you mean by the name of the network?
Sections do have names, and that is accessible in LuaLogisticSection.group, but I didn't think logistic networks as a whole could have names.
If you open the "Logistic networks" view (default hotkey "L" or use the button with the square and "WiFi ...
- Wed Nov 27, 2024 3:23 pm
- Forum: Implemented mod requests
- Topic: Make LuaLogisticPoint.targeted_items_deliver Quality Aware
- Replies: 4
- Views: 422
Re: Make LuaLogisticPoint.targeted_items_deliver Quality Aware
Ah, I see - this is in 2.0.22, not 2.0.21.
- Wed Nov 27, 2024 2:56 pm
- Forum: Implemented mod requests
- Topic: Make LuaLogisticPoint.targeted_items_deliver Quality Aware
- Replies: 4
- Views: 422
Re: Make LuaLogisticPoint.targeted_items_deliver Quality Aware
This seems to be undocumented both in the doc site and the change notes for 2.0.21. Do you happen to know what the implementation is? Does it simply return an ItemIDAndQualityIDPair now?
- Wed Nov 27, 2024 2:45 pm
- Forum: Modding interface requests
- Topic: [2.x] Add field for name of logistic network
- Replies: 3
- Views: 234
Re: [2.x] Add field for name of logistic network
What do you mean by the name of the network?
Sections do have names, and that is accessible in LuaLogisticSection.group, but I didn't think logistic networks as a whole could have names.
Sections do have names, and that is accessible in LuaLogisticSection.group, but I didn't think logistic networks as a whole could have names.
- Wed Nov 20, 2024 10:32 pm
- Forum: Modding interface requests
- Topic: [2.0.14] Add more ways for quality to affect items
- Replies: 18
- Views: 1982
Re: [2.0.14] Add more ways for quality to affect items
The ideal, to my mind, would be a hybrid system: Quality being programmatically generated by default, but having the option to specifically define a prototype to be a higher quality version of another prototype. "is_quality_of :: LuaEntityPrototype, LuaQualityPrototype" or something like that.
And ...
And ...
- Sat Nov 16, 2024 8:10 pm
- Forum: Modding interface requests
- Topic: Base Quality Should Display in Tooltip Like Base Productivity
- Replies: 0
- Views: 127
Base Quality Should Display in Tooltip Like Base Productivity
If an entity has a base quality applied through effect_receiver, the quality doesn't appear in the tooltip; it can only be seen when the entity is placed.
Contrariwise, base productivity applied through effect_receiver adds a tooltip.
Contrariwise, base productivity applied through effect_receiver adds a tooltip.
- Fri Nov 15, 2024 3:23 pm
- Forum: Implemented mod requests
- Topic: Make CustomInputEvent.selected_prototype Quality Aware
- Replies: 1
- Views: 225
Make CustomInputEvent.selected_prototype Quality Aware
Similar to my other request. Selected_prototype only passes the name and type of the prototype, making it impossible to identify the quality of an item or entity when using it in a custom event.
- Wed Nov 13, 2024 11:27 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 81
- Views: 14558
Re: Friday Facts #436 - Lost in Translation
Regarding the mod portal search, I always found it strange that it's so hard to find mods you're looking for by searching for the name. For example, if I search for "Space Exploration", the mod itself with that exact name is not even on the first page of hits.
Are you sure you don't just ...
- Wed Nov 13, 2024 10:41 pm
- Forum: Implemented mod requests
- Topic: Make LuaLogisticPoint.targeted_items_deliver Quality Aware
- Replies: 4
- Views: 422
Make LuaLogisticPoint.targeted_items_deliver Quality Aware
As far as I can tell LuaLogisticPoint.targeted_items_deliver (and its companion, LuaLogisticPoint.targeted_items_pickup) do not store the quality of the items being delivered/picked up, making it impossible to identify the quality of incoming items when reading these variables.
According to the ...
According to the ...
- Fri Nov 08, 2024 3:44 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 81
- Views: 14558
Re: Friday Facts #436 - Lost in Translation
Regarding the mod portal search, I always found it strange that it's so hard to find mods you're looking for by searching for the name. For example, if I search for "Space Exploration", the mod itself with that exact name is not even on the first page of hits.
Are you sure you don't just have ...
- Wed Nov 06, 2024 8:09 pm
- Forum: Won't implement
- Topic: [2.0]Add prototype-level rocket carry capacity
- Replies: 32
- Views: 3000
Re: [2.0]Add prototype-level rocket carry capacity
Please yes, being able to have different rocket types with different carrying capacities would be amazing.
- Fri Dec 29, 2023 3:38 pm
- Forum: News
- Topic: Friday Facts #391 - 2023 recap
- Replies: 60
- Views: 17233
Re: Friday Facts #391 - 2023 recap
I would like to second the request for "mod groups".
The biggest pain point in setting up mods for me right now is manually switching between i.e. my Krastorio setup and my Space Exploration setup, which often have different secondary mods also because different mods complement each other ...
The biggest pain point in setting up mods for me right now is manually switching between i.e. my Krastorio setup and my Space Exploration setup, which often have different secondary mods also because different mods complement each other ...