Search found 1756 matches

by Pi-C
Wed Aug 13, 2025 9:11 am
Forum: Modding interface requests
Topic: Current visibility check for GUI elements
Replies: 4
Views: 177

Re: Current visibility check for GUI elements


[...] It would be very useful to be able to tell which GUI elements are actually currently visible in order to avoid having to update large numbers of invisible elements. [...] For a flow or tab, it would be considered visible if any sub-element is visible.

But what about mods that make frames ...
by Pi-C
Tue Jul 29, 2025 2:57 pm
Forum: Modding interface requests
Topic: Add "both" to ScriptRenderMode
Replies: 2
Views: 205

Re: Add "both" to ScriptRenderMode

Is there any chance that the logic will be changed at some point in the future? :-)

I don't know how LuaRenderObjects are handled internally and how much work it would be to rework the logic. But from my – definitely biased, and perhaps naive – point of view, if it really was possible to use the ...
by Pi-C
Tue Jul 29, 2025 4:28 am
Forum: Modding help
Topic: Dev help: This is driving me insane, what on earth am I missing?
Replies: 7
Views: 360

Re: Dev help: This is driving me insane, what on earth am I missing?


Go to line 1457 in the log I uploaded: the tick number on the left (that is what that is, right?) is identical for many lines. I have checked and rechecked and triple checked for any kind of infinite loop or recursion, and cannot find anything, and certainly nothing that can fire more than once ...
by Pi-C
Thu Jul 24, 2025 12:30 pm
Forum: Modding interface requests
Topic: Add "both" to ScriptRenderMode
Replies: 2
Views: 205

Add "both" to ScriptRenderMode

TLDR
Please allow mods to add a LuaRenderObject that is visible both in "game" and in "chart" mode! This would reduce overhead in mods that create renderings visible to all players on a force.

Use case
My mod Autodrive allows players to order vehicles to path and move to a selected position ...
by Pi-C
Fri Jun 27, 2025 5:03 am
Forum: Modding help
Topic: How to create prototypes without quality?
Replies: 2
Views: 272

Re: How to create prototypes without quality?

Thanks a lot! Yes, makes sense to set this in recipes, not in whatever the recipes produce. :-)
by Pi-C
Thu Jun 26, 2025 6:50 pm
Forum: Modding help
Topic: How to create prototypes without quality?
Replies: 2
Views: 272

How to create prototypes without quality?

Is there a way to define a prototype that won't have quality (or will just have quality 'normal'). In my mod Autodrive , I have several BatteryEquipmentPrototypes where quality just doesn't make sense. My equipment (so-called 'sensors') doesn't do anything on its own, it just serves as a kind of ...
by Pi-C
Sun Jun 15, 2025 7:25 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.55] LuaItemStack::transfer_stack() always true if LuaItemStack::can_set_stack() would succeed
Replies: 3
Views: 1662

Re: LuaItemStack::transfer_stack() always true if LuaItemStack::can_set_stack() would succeed


When reporting bugs, please always include a game version.

Sorry, may mistake. It was late when I sent this, so I forgot to include the version number. But it happened with version 2.0.55.


I see the return value of the transfer_stack has changed between 2.0.47 and 2.0.55: in 2.0.55 it reports ...
by Pi-C
Sun Jun 15, 2025 1:31 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.55] LuaItemStack::transfer_stack() always true if LuaItemStack::can_set_stack() would succeed
Replies: 3
Views: 1662

[boskid][2.0.55] LuaItemStack::transfer_stack() always true if LuaItemStack::can_set_stack() would succeed

TLDR
It seems LuaItemStack::transfer_stack() will always return true if LuaItemStack::can_set_stack() would succeed – even if no items have been transferred.

The problem:
LuaItemStack::can_set_stack() will succeed if the given stack can be used at all in the given inventory. For example, it ...
by Pi-C
Fri Jun 13, 2025 12:58 pm
Forum: Bob's mods
Topic: Updating Mods from 1.1 to 2.0
Replies: 3
Views: 828

Re: Updating Mods from 1.1 to 2.0



I have little programming experience and some essential mods have not been updated for 2.0. How difficult would it be for me to update these mods myself for use?
… Modding usually require expert knowledge about game engine, and upgrading someone elses obsolete mods require you to know even more ...
by Pi-C
Thu Jun 12, 2025 12:50 pm
Forum: Implemented mod requests
Topic: Add APIs to manage logistic groups
Replies: 10
Views: 1997

Re: Add APIs to manage logistic groups

Rseding91 wrote: Mon Jun 09, 2025 9:00 pm Ok. For the next release I added LuaForce::get_logistic_groups(), get_logistic_group(), create_logistic_group(), and delete_logistic_group().
Thank you, this looks very promising! :-)
by Pi-C
Wed Jun 11, 2025 9:08 am
Forum: Modding help
Topic: cannot read recipe subgroup from data.raw
Replies: 8
Views: 1156

Re: cannot read recipe subgroup from data.raw


for example, if the original recipe had the "circuit-network" subgroup, i want the copied recipe to have the subgroup "circuit-network-rcomb". all of the rcomb recipes are going to sit in their own tab.

If you really want to create a new tab (next to the vanilla tabs "Logistics", "Production ...
by Pi-C
Sun Jun 08, 2025 2:09 pm
Forum: Modding help
Topic: How to delete a logistic group?
Replies: 2
Views: 442

Re: How to delete a logistic group?


Maybe set group to an empty string


That wouldn't work. Run the command from my first post, then enter the following:
/c requester.sections[1].group = ""
This will remove the group name from the section, but the group is still available in the "Change logistic group" GUI: vehicle_logistics ...
by Pi-C
Sat Jun 07, 2025 11:25 am
Forum: Modding help
Topic: How to delete a logistic group?
Replies: 2
Views: 442

How to delete a logistic group?

We can easily define logistic groups:

/c p = game.player
pos = p.position
v = p.surface.create_entity{name = "car", force = p.force, position = {pos.x + 5, pos.y}}
requester = v.get_logistic_point(defines.logistic_member_index.car_requester)
requester.sections[1].set_slot(1, {value = {type ...
by Pi-C
Wed Jun 04, 2025 8:06 am
Forum: Ideas and Suggestions
Topic: New mod dependency category to be downloaded by default
Replies: 9
Views: 1251

Re: New mod dependency category to be downloaded by default


… So I want to heavily recommend it but not force players to keep it active. The workaround is to make it optional and check by script if it's installed and display a message if not. That's... ugly.

I'm in the same boat with my mods Autodrive and GCKI (both not yet updated for Factorio 2.0 ...
by Pi-C
Sat May 17, 2025 11:13 am
Forum: Not a bug
Topic: [2.0.50] "same-force" flag in SelectionModeData mode does not work
Replies: 2
Views: 366

Re: [2.0.50] "same-force" flag in SelectionModeData mode does not work

It seems you need to specify more than just "same-force" (either in flags or in entity_filters/entity_type_filters). I've added "any-entity" to flags:
Screenshot at 2025-05-17 13-06-32.png

I've started the game and built the stone-furnace. Then, I used /c p = game.player; p.force = "neutral" and ...
by Pi-C
Fri May 16, 2025 2:40 pm
Forum: Modding interface requests
Topic: [2.x] Rich Text img=class.name to support quality flag
Replies: 4
Views: 876

Re: [2.x] Rich Text img=class.name to support quality flag

I really could need this for rendering Shortwave radio channel names on vehicles in Autodrive ! Since the channel names can be comprised of comma-separated signal strings (each as "name.quality.count"), rendering the text directly is impractical (too long, not localized, not human-friendly ...
by Pi-C
Sun Apr 13, 2025 11:23 pm
Forum: Mod portal Discussion
Topic: Request for new tag/category
Replies: 6
Views: 1828

Re: Request for new tag/category

vinzenz wrote: Fri Apr 11, 2025 1:04 pm Added "Planet" and "Character" tags
Thanks a lot for these additions! :-)
by Pi-C
Mon Jan 27, 2025 10:14 am
Forum: Modding help
Topic: "Noob" prototype "type checking" question
Replies: 13
Views: 1613

Re: "Noob" prototype "type checking" question

You can define new prototypes in the data stage. They must be based on an existing type/class of things, where each type/class has certain properties that you can use (see here for a list of all prototype types).

There may be different prototypes of each prototype type/class. So the easiest way to ...
by Pi-C
Fri Dec 20, 2024 4:39 pm
Forum: Technical Help
Topic: No mods loaded. I
Replies: 2
Views: 418

Re: No mods loaded. I

Looks like this
by Pi-C
Thu Dec 19, 2024 3:38 pm
Forum: Modding help
Topic: Is it possible to get two resources when mining one?
Replies: 10
Views: 1297

Re: Is it possible to get two resources when mining one?


It seems there is no solution. When I wrote the following directly in the game file
__base___/prototypes/entity/resources.lua:

minable =
{
…,
results = {"uranium-ore", "stone"},
…,
},

I got an error:

Failed to load mods: Error while loading entity prototype "uranium-ore" (resource ...

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