Search found 32 matches

by MaxAstro
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.
by MaxAstro
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?

curiosity wrote: Thu Dec 19, 2024 8:02 pmSeems to me like you should instead ask for plants to have quality.
Seems to me like you should check the Not Going to Implement forum, unfortunately. :(
by MaxAstro
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 ...
by MaxAstro
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 ...
by MaxAstro
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?
by MaxAstro
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...
by MaxAstro
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 ...
by MaxAstro
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.
by MaxAstro
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 ...
by MaxAstro
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

Rseding91 wrote: Fri Nov 22, 2024 9:42 pm Changed for 2.0.21.
Ah, I see - this is in 2.0.22, not 2.0.21.
by MaxAstro
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

Rseding91 wrote: Fri Nov 22, 2024 9:42 pm Changed for 2.0.21.
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?
by MaxAstro
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.
by MaxAstro
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 ...
by MaxAstro
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.
by MaxAstro
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.
by MaxAstro
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 ...
by MaxAstro
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 ...
by MaxAstro
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 ...
by MaxAstro
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.
by MaxAstro
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 ...

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