Search found 26 matches
- Sun Oct 27, 2024 11:51 pm
- Forum: Won't implement
- Topic: Entity filter for player.disable_alert()?
- Replies: 3
- Views: 389
Re: Entity filter for player.disable_alert()?
I realized on second thought it might help if I added some more context to what I'm trying to do. This is for my mod Construction Planner , and fundamentally what I'm trying to do is have entity ghosts be ignored by robots until the player has indicated they want to build them. Currently the mod ...
- Sun Oct 27, 2024 5:59 am
- Forum: Won't implement
- Topic: Entity filter for player.disable_alert()?
- Replies: 3
- Views: 389
Entity filter for player.disable_alert()?
Hi,
The only filter option currently provided for 'player.disable_alert()' is to filter by alert type. Would it be possible for this method to instead support the same filtering options that 'player.remove_alert()' has?
I'm particularly interested in disabling alerts by entity, it would fix a lot ...
The only filter option currently provided for 'player.disable_alert()' is to filter by alert type. Would it be possible for this method to instead support the same filtering options that 'player.remove_alert()' has?
I'm particularly interested in disabling alerts by entity, it would fix a lot ...
- Sat Oct 26, 2024 7:07 pm
- Forum: Duplicates
- Topic: [2.0.9] Weird issue trying to place entities with multiple items defined
- Replies: 3
- Views: 273
Re: [2.0.9] Weird issue trying to place entities with multiple items defined
I can confirm 2.0.11 fixes the issue for me too. Thanks!
- Thu Oct 24, 2024 2:43 am
- Forum: Duplicates
- Topic: [2.0.9] Weird issue trying to place entities with multiple items defined
- Replies: 3
- Views: 273
Re: [2.0.9] Weird issue trying to place entities with multiple items defined
I should also make clear - I'm aware I could just have the new recipes create a Stone Furnace item instead of having their own item prototype, but the whole reason I was experimenting with this was because I wanted some easy way to test the actual mod logic in a scenario where there are multiple ...
- Thu Oct 24, 2024 1:53 am
- Forum: Duplicates
- Topic: [2.0.9] Weird issue trying to place entities with multiple items defined
- Replies: 3
- Views: 273
[2.0.9] Weird issue trying to place entities with multiple items defined
What did you do?
While working on an upcoming mod, I was experimenting with simple toy recipe and item prototypes for a 'crude metal furnace', which is crafted using metal plate, but places a stone furnace when built ( place_result = "stone-furnace" ) (full details below)
I then tested out the ...
While working on an upcoming mod, I was experimenting with simple toy recipe and item prototypes for a 'crude metal furnace', which is crafted using metal plate, but places a stone furnace when built ( place_result = "stone-furnace" ) (full details below)
I then tested out the ...
- Sat Feb 10, 2024 1:19 am
- Forum: Pending
- Topic: [1.1.101] Rebound controls still toggle alt mode
- Replies: 1
- Views: 599
[1.1.101] Rebound controls still toggle alt mode
What did you do?
Rebound 'Toggle Filter' to 'Alt + Left-click' in the Controls settings
What happened?
When using 'Alt + Left-click' to toggle filters, "Alt-mode" also gets toggled
What did you expect to happen instead? It might be obvious to you, but do it anyway!
"Alt-mode" remains the ...
Rebound 'Toggle Filter' to 'Alt + Left-click' in the Controls settings
What happened?
When using 'Alt + Left-click' to toggle filters, "Alt-mode" also gets toggled
What did you expect to happen instead? It might be obvious to you, but do it anyway!
"Alt-mode" remains the ...
- Sun Oct 24, 2021 8:19 pm
- Forum: Duplicates
- Topic: [1.1.42] Crash loading save: "Package lock (read) is active" on mod
- Replies: 2
- Views: 1583
Re: [1.1.42] Crash loading save: "Package lock (read) is active" on mod
Given the logfile message, I should add: to my knowledge, the mod zip file had never been opened by any application other than Factorio
- Sat Oct 23, 2021 11:45 pm
- Forum: Duplicates
- Topic: [1.1.42] Crash loading save: "Package lock (read) is active" on mod
- Replies: 2
- Views: 1583
[1.1.42] Crash loading save: "Package lock (read) is active" on mod
What did you do?
Opened Factorio from the Start menu, as usual
Went off to do some IRL things for a while (~20mins maybe?)
Used Windows-key + Shift + Left to move Factorio to my other monitor
Clicked on the "Continue" button to continue my last savegame
What happened?
The game crashed ...
Opened Factorio from the Start menu, as usual
Went off to do some IRL things for a while (~20mins maybe?)
Used Windows-key + Shift + Left to move Factorio to my other monitor
Clicked on the "Continue" button to continue my last savegame
What happened?
The game crashed ...
- Fri Mar 19, 2021 4:57 am
- Forum: Modding interface requests
- Topic: [1.1.27] Event/property for playing a sound on selection-tool start selection
- Replies: 1
- Views: 908
[1.1.27] Event/property for playing a sound on selection-tool start selection
Hi, the built-in selection tools (upgrade planner, blueprint, etc.) will play a sound both when the player begins making a selection, and when the player finishes their selection. I would like to be able to match that functionality when implementing a generic selection-tool. I can play a sound when ...
- Fri Jan 29, 2021 12:17 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.19] Spidertron personal logistics setup not displayed
- Replies: 9
- Views: 5263
Re: [1.1.19] Spidertron personal logistics setup not displayed
Ok, I fixed both issues for the next release.
Awesome, thanks!
Yep, there's no reason why that wouldn't work as a workaround. I've implemented it as part of my spidertron serialiser, so feel free to use the code here:
'Copy' https://github.com/tburrows13/SpidertronEnhancements/blob/master ...
- Thu Jan 28, 2021 4:37 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.19] Spidertron personal logistics setup not displayed
- Replies: 9
- Views: 5263
Re: [1.1.19] Spidertron personal logistics setup not displayed
I have new information. My mod is definitely related, however there may be an underlying Factorio bug as well.
The reported bug can be reproduced without mods by hovering the mouse over a Spidertron and running this command in the chat window:
/c game.player.selected.force = game.player.selected ...
The reported bug can be reproduced without mods by hovering the mouse over a Spidertron and running this command in the chat window:
/c game.player.selected.force = game.player.selected ...
- Wed Jan 27, 2021 6:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.19] Spidertron personal logistics setup not displayed
- Replies: 9
- Views: 5263
Re: [1.1.19] Spidertron personal logistics setup not displayed
Thanks for the report, I will update as soon as I can. Thread on the mod portal for this issue: https://mods.factorio.com/mod/LogiNetCh ... 278a376a5d
- Thu Feb 27, 2020 4:07 pm
- Forum: Modding interface requests
- Topic: Selection tool mode/filter for selecting only ghost entities
- Replies: 4
- Views: 2371
Re: Selection tool mode/filter for selecting only ghost entities
Hmm, I hadn't considered that. I guess for my purposes I'd want to include tile-ghost entities, I'm trying to select all the things that are awaiting construction by construction bots, which would include tile-ghosts.
- Thu Feb 27, 2020 4:42 am
- Forum: Modding interface requests
- Topic: Selection tool mode/filter for selecting only ghost entities
- Replies: 4
- Views: 2371
Selection tool mode/filter for selecting only ghost entities
Hi, I'm trying to make a custom selection-tool that only selects ghost entities, but it doesn't seem to be possible. There doesn't seem to be any sort of "ghost-entity" selection mode , so instead I tried using the "any-entity" selection mode combined with an entity type of " entity-ghost " in the ...
- Wed Feb 26, 2020 2:19 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.8] Inserters do not recalculate logistic network connection when changing forces
- Replies: 3
- Views: 3077
Re: [0.18.8] Inserters do not recalculate logistic network connection when changing forces
Thanks for the quick fix, awesome job as always! I can confirm both the vanilla save and my mod save are working properly for me now in 0.18.9 ![:thumbsup:](//cdn.jsdelivr.net/gh/twitter/twemoji@latest/assets/svg/1f44d.svg)
- Fri Feb 21, 2020 6:15 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.8] Inserters do not recalculate logistic network connection when changing forces
- Replies: 3
- Views: 3077
Re: [0.18.8] Inserters do not recalculate logistic network connection when changing forces
Update: it's not just inserters, I am observing this behavior for all entities that can be enabled/disabled based on a logistic network condition:
- Inserter
- Transport belt
- Mining drill
- Pumpjack
- Pump
- Offshore pump
- Power switch
- Lamp
- Train stop
- Fri Feb 21, 2020 5:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.8] Inserters do not recalculate logistic network connection when changing forces
- Replies: 3
- Views: 3077
[0.18.8] Inserters do not recalculate logistic network connection when changing forces
What did you do?
I first observed this while debugging a bug report for my mod ( https://mods.factorio.com/mod/LogiNetChannels/discussion/5e422457bdb759000ce7b461 ), but I was able to reproduce it in a vanilla savegame. Repro steps:
I set up a simple logistic network with a single roboport ...
I first observed this while debugging a bug report for my mod ( https://mods.factorio.com/mod/LogiNetChannels/discussion/5e422457bdb759000ce7b461 ), but I was able to reproduce it in a vanilla savegame. Repro steps:
I set up a simple logistic network with a single roboport ...
- Fri Aug 23, 2019 4:18 am
- Forum: Implemented mod requests
- Topic: Add events for when forces set friends/cease-fires
- Replies: 3
- Views: 1769
Re: Add events for when forces set friends/cease-fires
Thanks for the advice, diplomacy is not my mod but I took a look at its mod page. Seems like it is making diplomacy changes in response to player actions. My use case is a little different in that I want to make diplomacy changes in response to other diplomacy changes. And AFAIK there are currently ...
- Thu Aug 22, 2019 5:10 am
- Forum: Implemented mod requests
- Topic: Add events for when forces set friends/cease-fires
- Replies: 3
- Views: 1769
Re: Add events for when forces set friends/cease-fires
Related - 'on_entity_force_changed' would also be handy, if it's possible...
- Wed Aug 21, 2019 4:51 am
- Forum: Implemented mod requests
- Topic: Add events for when forces set friends/cease-fires
- Replies: 3
- Views: 1769
Add events for when forces set friends/cease-fires
Hi, I'm just getting into modding, and the API seems to be lacking events for when a force sets a new friend/cease-fire. Something like on_force_cease_fire_changed, on_force_friend_changed, maybe?
In my mod, I am trying to create and manage 'sub-forces' that have mutual friend and cease-fire with ...
In my mod, I am trying to create and manage 'sub-forces' that have mutual friend and cease-fire with ...