Search found 30 matches
- Wed Jul 31, 2024 11:50 pm
- Forum: Ideas and Suggestions
- Topic: Ghost build priority?
- Replies: 2
- Views: 509
Ghost build priority?
TL;DR implement a priority system for ghosts that construction robots will adhere to. As the game scans for jobs for bots, it would assign the highest priority jobs first, and then move down the list. Why? I enjoy watching speedrunners at times and I notice they paste gigantic blueprints and when pi...
- Wed Apr 20, 2022 2:08 am
- Forum: Not a bug
- Topic: Cannot clone various projectile entities
- Replies: 1
- Views: 842
Cannot clone various projectile entities
Minimum replication: mod -- data-final-fixes.lua --Add a script effect for the following: capsules = {"grenade", "cluster-grenade", "poison-capsule", "slowdown-capsule", "defender-capsule", "distractor-capsule", "destroyer-capsule"...
- Tue Apr 19, 2022 12:39 pm
- Forum: Modding interface requests
- Topic: [Request] Add capsule cooldown manipulation/access
- Replies: 2
- Views: 1269
Re: [Request] Add capsule cooldown manipulation/access
I would like this as well!
- Wed Jan 15, 2020 11:34 pm
- Forum: Implemented mod requests
- Topic: Add source entity argument to entity.damage
- Replies: 3
- Views: 1288
- Wed Jan 15, 2020 3:03 am
- Forum: Implemented mod requests
- Topic: Add source entity argument to entity.damage
- Replies: 3
- Views: 1288
Add source entity argument to entity.damage
https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.damage entity.damage() takes the arguments damage, force, and type, but does not allow you to specify a source. If I recall correctly, on_entity_damaged and on_entity_died events will then fire off with a nil source. I was working on a ser...
- Sat Jan 04, 2020 2:32 am
- Forum: Questions, reviews and ratings
- Topic: Modding question - Equipment to add resistances?
- Replies: 3
- Views: 2292
Re: Modding question - Equipment to add resistances?
Only thing I can think of is make multiple versions of your equipment and swap the + resistances equipment with the equipment when the equipment inventory is changed.
- Fri Jan 03, 2020 6:56 am
- Forum: Modding interface requests
- Topic: luaGuiElement order property
- Replies: 1
- Views: 1043
luaGuiElement order property
TL;DR I would like a luaGuiElement order property, similar to how the built in craft GUI is orderable What ? Add luaGuiElement.order read/write such that executing this script would immediately move the second element before the first. ` element1.order = "Z" element2.order = "A"...
- Sun Dec 29, 2019 8:00 pm
- Forum: Ideas and Suggestions
- Topic: Make "change mod settings" permission into 2
- Replies: 1
- Views: 863
Make "change mod settings" permission into 2
TL;DR Make a "Change map mod settings" and "Change per player mod settings" separate priileges. What ? As TL;DR states. If we wanted to go crazier it would be nice if you could identify specific settings that can be modified. Why ? I think this is important because server admins...
- Sun Dec 29, 2019 7:55 pm
- Forum: Ideas and Suggestions
- Topic: Permission disabled events do not inform the player
- Replies: 0
- Views: 603
Permission disabled events do not inform the player
TL;DR When an action fails due to missing permission there is no indication to the player What ? I suggest some sort of indication to the player like "You do not have permission to ..." Why ? The reason this is an issue is because I can disable changing mod settings but the game still let...
- Tue Mar 19, 2019 2:56 pm
- Forum: Balancing
- Topic: productivity 1 speed penalty is too harsh
- Replies: 10
- Views: 3790
Re: productivity 1 speed penalty is too harsh
All of these points are valid-- they are worthwhile for the labs and the expensive science packs-- but again that is for players who have already busted out the spreadsheets and found the special places where they work out to have a net benefit. Every benefit mentioned above using speed 1's would st...
- Tue Mar 19, 2019 12:32 am
- Forum: Balancing
- Topic: productivity 1 speed penalty is too harsh
- Replies: 10
- Views: 3790
Re: productivity 1 speed penalty is too harsh
My point: prod 1's have the SAME speed penalty as prod 3's for some arbitrary reason. It is more annoying to try and remove and replace prod 1's later than it is to bother using them in the first place. Additionally, if you tried to make a build early on involving prod 1's you'd have to increase the...
- Sun Mar 17, 2019 3:21 pm
- Forum: Balancing
- Topic: productivity 1 speed penalty is too harsh
- Replies: 10
- Views: 3790
productivity 1 speed penalty is too harsh
4% prod, -15% speed 6% prod, - 15% speed 10% prod, -15% speed If a player puts 3 prod 1's into a refinery, they'll have 12% productivity at a cost of -45% speed (and + 120% energy consumption) -- they would have to basically double their number of refineries to achieve the same net amount of product...
- Wed Mar 06, 2019 11:17 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] Flashlight Follows Mouse
- Replies: 6
- Views: 2278
Re: [Mod Request] Flashlight Follows Mouse
Modders have no ability to track where your mouse is at-- we can only listen for certain events. one of those events is on_selection_changed, which kind of tells us the position of your cursor, if it happens to hover over an entity. I would love to be able to read mouse position, but there is probab...
- Wed Mar 06, 2019 11:13 pm
- Forum: Modding interface requests
- Topic: on_put_tile_item?
- Replies: 0
- Views: 581
on_put_tile_item?
From a discussion in the factorio discord everyone seemed to think on_put_item would work for landfill, before the water tile is removed. but it doesn't seem to actually work and there appears to be no equivalent on_put_tile_item option.
- Fri Mar 01, 2019 1:57 am
- Forum: Modding help
- Topic: Reach Distances
- Replies: 1
- Views: 1198
Re: Reach Distances
Are you referring to combat robot deployment or are you referring to the construction range of the personal roboport? If you are referring to personal roboport range, that is based on the prototype of the equipment. You can modify the property 'construction_radius' during the data stage, but not dur...
- Fri Mar 01, 2019 1:23 am
- Forum: Modding interface requests
- Topic: Additional API calls related to entity upgrades
- Replies: 0
- Views: 530
Additional API calls related to entity upgrades
https://lua-api.factorio.com/latest/events.html#on_marked_for_upgrade uses the terminology 'target' , so I think it would be nice to have the ability to say something along the lines of luaEntity.get_upgrade_target --> luaPrototype luaEntity.upgrade() similar to .revive() which leverages multiple re...
- Thu Feb 28, 2019 12:11 am
- Forum: Ideas and Suggestions
- Topic: Color differentiated text
- Replies: 0
- Views: 561
Color differentiated text
I noticed that the messages "out of reach" or whatever that float up when you try and take items from a smelter or chest are the same color as the text that says how many items you got. So when I run down a line of smelters trying to take all their contents, it would be nice if I got a red...
- Sat Feb 23, 2019 3:22 am
- Forum: Ideas and Suggestions
- Topic: Disable automatic que for hand-crafting for new players
- Replies: 2
- Views: 1127
Disable automatic que for hand-crafting for new players
When new players have the ability to ignore crafting prerequisites I think they are ill-prepared going forward.
- Wed Feb 20, 2019 9:41 pm
- Forum: Won't implement
- Topic: Custom modifiers
- Replies: 1
- Views: 1212
Custom modifiers
The ability to define our own modifier effects.
https://lua-api.factorio.com/latest/Con ... l#Modifier
e.g., add a modifier to non artillery turret range, some entities health, grenade / atomic bomb radius, or something else fun!
https://lua-api.factorio.com/latest/Con ... l#Modifier
e.g., add a modifier to non artillery turret range, some entities health, grenade / atomic bomb radius, or something else fun!
- Sat Feb 02, 2019 3:11 am
- Forum: Modding interface requests
- Topic: Ability to copy string to clipboard using api
- Replies: 9
- Views: 2626
Ability to copy string to clipboard using api
This exists in the game under the blueprint tool—> export string —> copy
But I can’t find anything like it on the api documentation.
I’d like to be able to call something like player.copy_to_clipboard(string)
/c player.copy_to_clipboard(game.help())
But I can’t find anything like it on the api documentation.
I’d like to be able to call something like player.copy_to_clipboard(string)
/c player.copy_to_clipboard(game.help())