Search found 14 matches

by noodlebox
Wed Apr 09, 2025 11:39 am
Forum: Modding interface requests
Topic: Allow entities to prevent automatic targeting behavior of inserters while allowing explicit assignment by script
Replies: 2
Views: 366

Allow entities to prevent automatic targeting behavior of inserters while allowing explicit assignment by script

This is a request to restore the functionality of the bug feature present in 2.0.43 and earlier as described here: https://forums.factorio.com/viewtopic.php?t=128081

In 2.0.43 and earlier, the "no-automated-item-removal" entity prototype flag prevents inserters from automatically selecting an ...
by noodlebox
Wed Apr 09, 2025 11:05 am
Forum: Not a bug
Topic: [2.0.44] Regression: "no-automated-item-removal" no longer allows entities to be assigned as pickup_target by script
Replies: 2
Views: 317

Re: [2.0.44] Regression: "no-automated-item-removal" no longer allows entities to be assigned as pickup_target by script

Haha, that is fair. The documentation of those flags already seemed to suggest as much. Thanks!

Edit, reopened as modding interface request: viewtopic.php?t=128082
by noodlebox
Wed Apr 09, 2025 10:47 am
Forum: Not a bug
Topic: [2.0.44] Regression: "no-automated-item-removal" no longer allows entities to be assigned as pickup_target by script
Replies: 2
Views: 317

[2.0.44] Regression: "no-automated-item-removal" no longer allows entities to be assigned as pickup_target by script

1. What did you do?
In 2.0.43 and earlier, the "no-automated-item-removal" entity prototype flag prevents inserters from automatically selecting an entity as a target for pickup, while allowing their manual assignment via the api using pickup_target. This is useful, as it allows a mod to easily ...
by noodlebox
Wed Apr 02, 2025 9:47 pm
Forum: Assigned
Topic: [kovarex] [2.0.11] GUI element of circuit wire network number cut off (MR)
Replies: 4
Views: 966

Re: [kovarex] [2.0.11] GUI element of circuit wire network number cut off (MR)

I encountered this same issue in 2.0.43 with the Rocket Silo for a few languages. It's definitely localisation-dependent and it's puzzling for sure. I wondered whether it might show up anywhere else and apparently so!
_autosave2.zip


In English, it only breaks when a single wire (either color) is ...
by noodlebox
Wed Apr 02, 2025 9:07 pm
Forum: Duplicates
Topic: [2.0.43] Minor visual glitch in Rocket Silo circuit GUI for certain configurations
Replies: 1
Views: 180

[2.0.43] Minor visual glitch in Rocket Silo circuit GUI for certain configurations

For some circuit network configurations, the subheader of the Rocket Silo's circuit GUI does not properly expand horizontally to fill the frame. It seems to only appear in very specific (and localisation-dependent) circumstances, for certain ranges of network ids. The issue seems to be purely ...
by noodlebox
Wed Apr 02, 2025 1:05 pm
Forum: Minor issues
Topic: [2.0.43] "list-box" GUI elements ignore "enabled" property
Replies: 3
Views: 547

[2.0.43] "list-box" GUI elements ignore "enabled" property

GUI elements with the "list-box" type always behave as if they are "enabled", regardless of the value of the property. For comparison, a "drop-down" element with the same properties behaves as expected:


game.player.gui.screen.add{name="test", type="frame", caption="list-box test"}
e1 = game ...
by noodlebox
Thu Mar 27, 2025 4:22 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar
Replies: 8
Views: 2194

Re: [2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporarily


Does the inserter find a new target if the proxy is unlinked and relinked in the same tick/event handler?

No, it takes at least a single tick spent on the pickup side in this state. It keeps its target otherwise, which is possible if it's in motion and the link is restored before it reaches the ...
by noodlebox
Thu Mar 27, 2025 12:46 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar
Replies: 8
Views: 2194

Re: [2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporarily




Inserters will always clear a pickup target if it no longer has any valid inventory to extract from.


Thank you, though if not a bug, the chosen behavior is surprising. Blocking on an input machine that temporarily switches to a state of being not ready is an expected pattern. If other ...
by noodlebox
Wed Mar 26, 2025 4:49 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar
Replies: 8
Views: 2194

Re: [2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporarily


Inserters will always clear a pickup target if it no longer has any valid inventory to extract from.


Thank you, though if not a bug, the chosen behavior is surprising. Blocking on an input machine that temporarily switches to a state of being not ready is an expected pattern. If other ...
by noodlebox
Wed Mar 26, 2025 6:02 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar
Replies: 8
Views: 2194

[boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar

1. What did you do?
I have inserters picking up and/or dropping items into proxy-containers in a mod I'm making. `pickup_target`s and `drop_target`s refer to proxy containers to implement controlled access to specific inventories and entities based on player configuration or circuit logic at runtime ...
by noodlebox
Mon Jan 13, 2025 5:41 am
Forum: Not a bug
Topic: [2.0.30] AgriculturalTowerPrototype with output_inventory_size of 0 has 2 output slots
Replies: 2
Views: 509

Re: [2.0.30] AgriculturalTowerPrototype with output_inventory_size of 0 has 2 output slots


This is working as intended: a value of 0 (the default) means auto-calculate the required max number of slots to harvest any possible trees.

That does sound like a perfectly reasonable default behavior. It just seems surprising to use an explicit zero value to represent that case when a nil ...
by noodlebox
Sun Jan 12, 2025 7:06 pm
Forum: Not a bug
Topic: [2.0.30] AgriculturalTowerPrototype with output_inventory_size of 0 has 2 output slots
Replies: 2
Views: 509

[2.0.30] AgriculturalTowerPrototype with output_inventory_size of 0 has 2 output slots

1. What did you do?

I'm creating a mod that defines a Cargo Crane entity using the 'agricultural-tower' type. My intention is to prevent the default automatic behavior of harvesting nearby trees and set the crane position via a control script instead, so the crane's prototype sets an 'output ...
by noodlebox
Thu Nov 02, 2017 5:04 am
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Hauler
Replies: 32
Views: 25836

Re: [MOD 0.14] AAI Vehicles: Hauler

Also I do plan to reduce the base Hauler collision damage. Unfortunately in Factorio the collision damage is locked to vehicle weight, there's no way to make it deal less damage without making it lighter.

Collision damage also depends on "energy_per_hit_point" in the vehicle prototype. It seems ...
by noodlebox
Mon Oct 09, 2017 4:51 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 1060698

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I've been working on a new BP book for a different rail gauge, and that meant making some new intersections. Then I found your benchmarking map and got lost in that for a while, until I finally decided to post here with my results. :D

Here's a set of "Celtic Knot"-style intersections for 2-, 4 ...

Go to advanced search