Very nitpicky.
I'm making a mod where inserters can interact with any inventory of an entity, including the module inventory. Using the new proxy-container.
This works well with all inventories I've tested (so far), except the module inventory of mining drills.
They stop working once the module ...
Search found 26 matches
- Sun Mar 16, 2025 12:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.41] proxy-container targetting the module inventory of mining-drills don't stay connected when the inv empt
- Replies: 1
- Views: 917
- Wed Mar 05, 2025 5:38 pm
- Forum: Won't implement
- Topic: Add LuaEntity.drop_inventory [RW] and LuaEntity.pickup_inventory [RW]
- Replies: 2
- Views: 251
Add LuaEntity.drop_inventory [RW] and LuaEntity.pickup_inventory [RW]
With 2.0.38 we got the proxy-container with `proxy_target_entity` and `proxy_target_inventory`
Which allowed me to create this mod (WIP), where you can insert/outsert from custom inventories.
factorio_EhdAJYrusv.gif
I currently implemented this by adding some invisible proxy-containers at the ...
Which allowed me to create this mod (WIP), where you can insert/outsert from custom inventories.
factorio_EhdAJYrusv.gif
I currently implemented this by adding some invisible proxy-containers at the ...
- Fri Jan 17, 2025 11:56 pm
- Forum: Won't fix.
- Topic: [2.0.31] Railguns mark targets that don't collide with the beam as in the danger zone, when they can't be damaged
- Replies: 1
- Views: 365
[2.0.31] Railguns mark targets that don't collide with the beam as in the danger zone, when they can't be damaged
Consider an entity with no collision mask layers. It collides with no objects.
data.raw["assembling-machine"]["cryogenic-plant"].collision_mask = {layers = {}}
When this entity is placed in front of a railgun and the player selects the railgun, it still marks this entity has being in danger of ...
data.raw["assembling-machine"]["cryogenic-plant"].collision_mask = {layers = {}}
When this entity is placed in front of a railgun and the player selects the railgun, it still marks this entity has being in danger of ...
- Mon Jan 13, 2025 10:46 pm
- Forum: Not a bug
- Topic: [2.0.28] Copy pasting (to) a pump does not copy their minimum and maximum temperature filters
- Replies: 3
- Views: 786
Re: [2.0.28] Copy pasting (to) a pump does not copy their minimum and maximum temperature filters
Copy settings is only supposed to copy settings that the player can change.
If that's the policy then it isn't done consistently though.
The decider combinator output constant also can't be changed by players, hardcoded to be 1. But it can be set by script. Yet that one is copy pastable and ...
- Sun Jan 12, 2025 2:13 pm
- Forum: Modding interface requests
- Topic: Make item_draw_specification availible to read at runtime
- Replies: 1
- Views: 200
Re: Make item_draw_specification availible to read at runtime
As the author of that mod, support.
Same for EntityPrototype.icons_positioning.
For now I'm gathering the info in a lua file to be read at runtime, but preferably I'd just use LuaEntity.prototype.item_draw_specification so it also works for all modded entities.
Same for EntityPrototype.icons_positioning.
For now I'm gathering the info in a lua file to be read at runtime, but preferably I'd just use LuaEntity.prototype.item_draw_specification so it also works for all modded entities.
- Tue Dec 31, 2024 11:48 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.28] LuaRenderObjects with a robot as target follow the "real robot", not the rendered one.
- Replies: 1
- Views: 1069
[posila] [2.0.28] LuaRenderObjects with a robot as target follow the "real robot", not the rendered one.
As per FFF-421 , the robot that is drawn is not their actual location, but their predicted one.
A LuaRenderObject with a robot as target still follows the "real robot" instead of the rendered one, making it seems like it lags behind.
Suggestion is to have LuaRenderingObjects follow the rendered ...
A LuaRenderObject with a robot as target still follows the "real robot" instead of the rendered one, making it seems like it lags behind.
Suggestion is to have LuaRenderingObjects follow the rendered ...
- Mon Dec 30, 2024 9:13 pm
- Forum: Duplicates
- Topic: [2.0.28] A pump's filter is set even if the incoming fluid signal is negative
- Replies: 1
- Views: 193
[2.0.28] A pump's filter is set even if the incoming fluid signal is negative
Consider this blueprint
0eNp9kttugzAMQP/Fz6ES6dIOpH1JhVCAdItEEhqSdgjl32eDdqFCU16CZfscO8zQ9FENXtsA5Qy6dXaE8jLDqN+t7ClmpVFQwhDNAImBtp36hDJPbCeJyoO0IWudabSVwfk/NTxVDJQNOmi1UpaPqbbRNMpjU7ahMRjciMnOEgIbZHnxymDCy/l4Pgjs3Gmv2jUj54z4wbu+btSHvGuEY92oQn3VfSBA8FElMn8Cc ...
0eNp9kttugzAMQP/Fz6ES6dIOpH1JhVCAdItEEhqSdgjl32eDdqFCU16CZfscO8zQ9FENXtsA5Qy6dXaE8jLDqN+t7ClmpVFQwhDNAImBtp36hDJPbCeJyoO0IWudabSVwfk/NTxVDJQNOmi1UpaPqbbRNMpjU7ahMRjciMnOEgIbZHnxymDCy/l4Pgjs3Gmv2jUj54z4wbu+btSHvGuEY92oQn3VfSBA8FElMn8Cc ...
- Mon Dec 30, 2024 8:38 pm
- Forum: Not a bug
- Topic: [2.0.28] Copy pasting (to) a pump does not copy their minimum and maximum temperature filters
- Replies: 3
- Views: 786
[2.0.28] Copy pasting (to) a pump does not copy their minimum and maximum temperature filters
Even though it's not supported yet through the GUI to set minimum and maximum temperature, the API does allow to do so.
/c game.player.selected.fluidbox.set_filter(1, {name="steam", minimum_temperature=100, maximum_temperature=200})
However when you make a blueprint of the pump, and then paste ...
/c game.player.selected.fluidbox.set_filter(1, {name="steam", minimum_temperature=100, maximum_temperature=200})
However when you make a blueprint of the pump, and then paste ...
- Sat Dec 21, 2024 10:36 pm
- Forum: Modding interface requests
- Topic: LuaEntity.priority_targets for Turrets
- Replies: 1
- Views: 145
Re: LuaEntity.priority_targets for Turrets
Same issue with set/get_filter, but at least there a filter_slot_count exists.
- Sat Dec 21, 2024 9:14 pm
- Forum: Modding interface requests
- Topic: LuaEntity.priority_targets for Turrets
- Replies: 1
- Views: 145
LuaEntity.priority_targets for Turrets
Currently the only way to check the priority targets of turrets is to call LuaEntity.get_priority_target(index) for increasing indices until an Index out of bounds error is raised (the amount of targets isn't able to be read either AFAIK).
A LuaEntity.priority_targets::array[LuaEntityPrototype ...
A LuaEntity.priority_targets::array[LuaEntityPrototype ...
- Sat Dec 21, 2024 2:42 pm
- Forum: Documentation Improvement Requests
- Topic: API Docs do not have definitions for Decider Combinator control behavior
- Replies: 3
- Views: 520
Re: [2.0.14] API Docs do not have definitions for Decider Combinator control behavior
And while we are at it.
SelectorCombinatorParameters , also misses
"stack-size", "rocket-capacity", "quality-filter" and "quality-transfer" as options for `operation'
For "quality-filter":
`quality_filter`:: SignalFilter (only with quality: QualityID and comparator: ComparatorString)
For ...
SelectorCombinatorParameters , also misses
"stack-size", "rocket-capacity", "quality-filter" and "quality-transfer" as options for `operation'
For "quality-filter":
`quality_filter`:: SignalFilter (only with quality: QualityID and comparator: ComparatorString)
For ...
- Fri Dec 20, 2024 9:11 pm
- Forum: Documentation Improvement Requests
- Topic: API Docs do not have definitions for Decider Combinator control behavior
- Replies: 3
- Views: 520
Re: [2.0.14] API Docs do not have definitions for Decider Combinator control behavior
Ran into the same issue (2.0.27).
For anyone else stumbling on this topic:
- DeciderCombinatorCondition has the same first_signal, second_signal, constant, comparator from v1.0 DeciderCombinatorParameters .
Additionally it has `first_signal_networks` and `second_signal_networks`, which is ...
For anyone else stumbling on this topic:
- DeciderCombinatorCondition has the same first_signal, second_signal, constant, comparator from v1.0 DeciderCombinatorParameters .
Additionally it has `first_signal_networks` and `second_signal_networks`, which is ...
- Wed Feb 01, 2023 2:35 am
- Forum: Modding interface requests
- Topic: Allow LuaPlayer.cursor_stack_temporary write for all selection tools
- Replies: 2
- Views: 824
Re: Allow LuaPlayer.cursor_stack_temporary write for all selection tools
Are you aware of the "only-in-cursor" flag on item prototypes? https://wiki.factorio.com/Types/ItemPrototypeFlags#%22only-in-cursor%22
I was aware, yes. But good point.
That flag conflicts with the "mod-openable" flag as I still want it to have a settings menu pop up on right click when in ...
- Wed Feb 01, 2023 1:22 am
- Forum: Modding interface requests
- Topic: Allow LuaPlayer.cursor_stack_temporary write for all selection tools
- Replies: 2
- Views: 824
Allow LuaPlayer.cursor_stack_temporary write for all selection tools
Currently writing to LuaPlayer.cursor_stack_temporary is ignored for everything that is not a blueprint, blueprint-book, deconstruction-planner or upgrade-planner.
I request to make this check one level higher, make it work for all selection tools.
Most modded selection tools, like the vanilla ...
I request to make this check one level higher, make it work for all selection tools.
Most modded selection tools, like the vanilla ...
- Sat Jan 28, 2023 4:24 pm
- Forum: Not a bug
- Topic: [1.1.76] LuaControl.mine_entity(entity, force?) doesn't check if mined_result can't be added to inventory if force=false
- Replies: 5
- Views: 1438
Re: [1.1.76] LuaControl.mine_entity(entity, force?) seems to ignore the force parameter
As someone has pointed out on discord, force applies to the items within the inventories of the to be mined entity, not the mined result of it.
If that is the desired behaviour then I guess the documentation should be updated to reflect that. However I still think the mined result should be ...
If that is the desired behaviour then I guess the documentation should be updated to reflect that. However I still think the mined result should be ...
- Sat Jan 28, 2023 4:22 pm
- Forum: Not a bug
- Topic: [1.1.76] LuaControl.mine_entity(entity, force?) doesn't check if mined_result can't be added to inventory if force=false
- Replies: 5
- Views: 1438
Re: [1.1.76] LuaControl.mine_entity(entity, force?) seems to ignore the force parameter
Default behaviour is equal to force=false
- Sat Jan 28, 2023 1:10 am
- Forum: Not a bug
- Topic: [1.1.76] LuaControl.mine_entity(entity, force?) doesn't check if mined_result can't be added to inventory if force=false
- Replies: 5
- Views: 1438
[1.1.76] LuaControl.mine_entity(entity, force?) doesn't check if mined_result can't be added to inventory if force=false
LuaControl.mine_entity(entity, force?) mentions it will fail if it can't place the items of the entity into the inventory of the LuaControl when force is set to false. (Or at least, that behaviour is implied by the description of when force is true).
These items it checks do not include the mined ...
These items it checks do not include the mined ...
- Tue Jan 21, 2020 7:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.0] "loader-1x1" container_distance still at 1.5 instead of 1
- Replies: 2
- Views: 1347
[0.18.0] "loader-1x1" container_distance still at 1.5 instead of 1
The "loader-1x1" entity has to be placed one tile further for north and west to be able to work
jhH7UlVCP6.mp4
Setting the container_distance to 1 fixes it.
Might do with some fast and express versions as well.
As well as items to place them.
And some graphic change to show they are actually ...
jhH7UlVCP6.mp4
Setting the container_distance to 1 fixes it.
Might do with some fast and express versions as well.
As well as items to place them.
And some graphic change to show they are actually ...
- Mon Dec 30, 2019 4:03 pm
- Forum: Modding interface requests
- Topic: defines.events.on_robot_pre_mined to be called when robot upgrades an entity
- Replies: 6
- Views: 1429
defines.events.on_robot_pre_mined to be called when robot upgrades an entity
Currently
defines.events.on_robot_mined_entity
defines.events.on_robot_built_entity
defines.events.on_robot_mined
are called (in that order), but not defines.events.on_robot_pre_mined
defines.events.on_robot_mined_entity
defines.events.on_robot_built_entity
defines.events.on_robot_mined
are called (in that order), but not defines.events.on_robot_pre_mined
- Sun Dec 22, 2019 6:37 pm
- Forum: Modding interface requests
- Topic: LuaPlayer.build_history [RW]. A way to read and edit the undo queue
- Replies: 3
- Views: 2422
LuaPlayer.build_history [RW]. A way to read and edit the undo queue
Is it possible to get read/write access to the recent build history of a player?
I created a selection tool that deletes, upgrades and creates some entities, and would like it to work with the undo function.
So some way to add a list of entities to be built, upgraded and or deconstructed to the ...
I created a selection tool that deletes, upgrades and creates some entities, and would like it to work with the undo function.
So some way to add a list of entities to be built, upgraded and or deconstructed to the ...