Search found 13 matches
- Sat Nov 16, 2024 11:20 pm
- Forum: Implemented mod requests
- Topic: Access entity prototype heating_energy at runtime
- Replies: 1
- Views: 171
Access entity prototype heating_energy at runtime
Make https://lua-api.factorio.com/latest/pro ... ing_energy available at runtime in https://lua-api.factorio.com/latest/cla ... otype.html
- Sat Nov 25, 2023 9:15 am
- Forum: Not a bug
- Topic: [1.1.98] Blueprints in cursor coming from the library are valid but can't be read
- Replies: 3
- Views: 902
[1.1.98] Blueprints in cursor coming from the library are valid but can't be read
If you pick up a blueprint from the library so that it is in the cursor, player.cursor_stack.valid is true. However, if you call either get_blueprint_entities() or get_blueprint_tiles() on the cursor_stack the game crashes saying the cursor_stack is not valid for reading. If the blueprint comes from...
- Sat Sep 30, 2023 8:17 am
- Forum: Modding interface requests
- Topic: Get the tiles of the currently selected blueprint
- Replies: 0
- Views: 276
Get the tiles of the currently selected blueprint
Currently only LuaControl#get_blueprint_entities exist.
There is no equivalent for getting the tiles out of the blueprint in the cursor.
There is no equivalent for getting the tiles out of the blueprint in the cursor.
- Wed Jun 07, 2023 7:46 am
- Forum: Implemented mod requests
- Topic: Access the pollution absorbed value of spawner entities
- Replies: 1
- Views: 761
Access the pollution absorbed value of spawner entities
Would like to be able to access the "Pollution absorbed" value of spawners.
- Wed Aug 11, 2021 9:09 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.37] Shortcuts to library blueprints/books does not trigger on_player_cursor_stack_changed
- Replies: 1
- Views: 4376
[1.1.37] Shortcuts to library blueprints/books does not trigger on_player_cursor_stack_changed
If you pick up a blueprint/book from the library manually the event on_player_cursor_stack_changed will trigger. However if you drop that blueprint on the shortcut bar and later use the shortcut bar to select it the event does not trigger. This is only for shortcuts to the library, making a shortcut...
- Tue Nov 24, 2020 9:52 pm
- Forum: Duplicates
- Topic: [1.1.0] While writing Alt+[x] keybinds intercept AltGr+[x] key presses
- Replies: 1
- Views: 847
[1.1.0] While writing Alt+[x] keybinds intercept AltGr+[x] key presses
In 1.0 the keybind Alt+E would not intercept the button combination AltGr+E however now in 1.1.0 it does. This causes problems for those of us who have keyboards with an AltGr button and use it to write different characters. For example I can no longer write left parenthesis "(" in Factori...
- Tue Mar 24, 2020 8:18 pm
- Forum: Ideas and Suggestions
- Topic: 0.18.0 inserter optimizations for assemblers/furnaces should be done for labs as well
- Replies: 0
- Views: 784
0.18.0 inserter optimizations for assemblers/furnaces should be done for labs as well
Before 0.18.0 inserters set up to pick up directly from belts did not go inactive when their target furnace/assembler was full of ingredients which made stuff like chest and belt stubs a common strategy to improve performance. The optimization in 0.18.0 made this unnecessary but it did unfortunately...
- Wed Dec 18, 2019 10:57 pm
- Forum: Ideas and Suggestions
- Topic: Belt placement as a sizeable brush
- Replies: 10
- Views: 3937
Re: Belt placement as a sizeable brush
Blueprint-related alternatives are not feasible for the reason I outlined in the original post, see https://www.youtube.com/watch?v=xhUI_-UJ1F0
- Mon Dec 16, 2019 1:20 am
- Forum: Ideas and Suggestions
- Topic: Belt placement as a sizeable brush
- Replies: 10
- Views: 3937
Belt placement as a sizeable brush
Make belt placement a sizeable brush tool similar to landfill to enable placing multiple lanes at the same time. Sizing could either be as a square or a single line of parallel belts. Helpful lategame when placing huge amounts of belts and personal robots can't keep up with only four fusion reactors...
- Thu Feb 28, 2019 12:11 am
- Forum: Duplicates
- Topic: Trains may randomly leave before conditions are met
- Replies: 1
- Views: 884
Re: Trains may randomly leave before conditions are met
Sounds like the same bug as reported in viewtopic.php?f=7&t=65244 and viewtopic.php?f=7&t=65109
- Tue Feb 26, 2019 10:07 pm
- Forum: Duplicates
- Topic: [kovarex] [0.17.4] Train randomly departs station
- Replies: 1
- Views: 1107
[kovarex] [0.17.4] Train randomly departs station
Automatic trains decide to randomly leave its current station while the the leave condition is not fulfilled. It does not advance the schedule and simply tries to loop back to the station it just left. See https://i.imgur.com/vCuVbsN.mp4 Save available at https://www.dropbox.com/s/uk1ppqyvo2aps4g/me...
- Mon Sep 17, 2018 8:51 pm
- Forum: Ideas and Suggestions
- Topic: Bake power generation into the equippable armors
- Replies: 3
- Views: 1550
Bake power generation into the equippable armors
TL;DR Baking power generation into the armor allows for more different armors with different bonuses. What There is currently very little choice when it comes to personal power generation. The solar panels are really weak and really limits what you can use while the fusion reactor is very strong bu...
- Sun Jun 10, 2018 8:25 pm
- Forum: Ideas and Suggestions
- Topic: Add Green and Red wire to the Deconstruction Planner
- Replies: 14
- Views: 5392
Remove (green/red/copper) wires using deconstruction planner
moved to similar topic, 2020-03-19, ssilk
Allow the deconstruction planner to be whitelisted with the different wires to make it easy to disconnect large areas from whichever network one chooses.
Allow the deconstruction planner to be whitelisted with the different wires to make it easy to disconnect large areas from whichever network one chooses.