Search found 31 matches

by LeonSkills
Tue Jun 30, 2026 2:06 am
Forum: Assigned
Topic: [Genhis][2.1.8] Platforms with low request amount never receive items used by other high throughput platforms.
Replies: 0
Views: 115

[Genhis][2.1.8] Platforms with low request amount never receive items used by other high throughput platforms.

I've got three platforms.
One providing plenty of a item. Always enough in stock.
One requesting and using a lot of that item, but not slow or fast enough that the request ever gets fulfilled or emptied. Current + on the way is almost always equal to the amount requested.
One platform requesting ...
by LeonSkills
Tue Jun 30, 2026 12:05 am
Forum: Modding interface requests
Topic: LuaEntity.provides_to_other_platforms
Replies: 0
Views: 50

LuaEntity.provides_to_other_platforms

I might be missing it, but currently there doesn't seem to be a way to toggle the "provide materials to other platforms" checkbox on space platforms/hubs by script.

The BlueprintEntity has a `providing_to_other_platforms`, I'd like to request a similar read/write attribute for either LuaEntity or ...
by LeonSkills
Sun May 17, 2026 1:43 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.76] Reading a fluid from a fluidbox gets the amount from the entity, writing sets the amount to the fluid segment
Replies: 1
Views: 273

[2.0.76] Reading a fluid from a fluidbox gets the amount from the entity, writing sets the amount to the fluid segment

The LuaFluidBox API contains the following example

Therefore, the correct way to update a fluidbox of an entity is to read it first, modify the table, then write the modified table back
fluid = entity.fluidbox[1]
fluid.temperature = fluid.temperature * 2
entity.fluidbox[1] = fluid

If you run ...
by LeonSkills
Thu Feb 05, 2026 9:46 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.73] control_behavior is not applied in surface.create_entity for entity-ghosts
Replies: 1
Views: 562

[2.0.73] control_behavior is not applied in surface.create_entity for entity-ghosts

Consider the following snippet

game.surfaces[1].create_entity {
name = "entity-ghost",
inner_name = "decider-combinator",
position = {0, 0},
force = "player",
player_description = "test",
control_behavior = {
decider_conditions = {
conditions = {},
outputs = {{signal = {type = "item ...
by LeonSkills
Thu Jul 31, 2025 2:41 pm
Forum: Modding interface requests
Topic: events.on_territory_changed
Replies: 0
Views: 520

events.on_territory_changed

2.0.61 introduced on_territory_created and on_territory_destroyed, as well as get/set/clear_territory_for_chunks(). Which is great! Thanks.

With the events we can track which chunks belong to which segmented_unit. However it's not possible to keep track of these chunks when other mods change the ...
by LeonSkills
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: 2388

[boskid][2.0.41] proxy-container targetting the module inventory of mining-drills don't stay connected when the inv empt

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 ...
by LeonSkills
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: 1596

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 ...
by LeonSkills
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: 846

[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 ...
by LeonSkills
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: 1568

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 ...
by LeonSkills
Sun Jan 12, 2025 2:13 pm
Forum: Implemented mod requests
Topic: Make item_draw_specification availible to read at runtime
Replies: 2
Views: 760

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.
by LeonSkills
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: 2088

[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 ...
by LeonSkills
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: 529

[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 ...
by LeonSkills
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: 1568

[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 ...
by LeonSkills
Sat Dec 21, 2024 10:36 pm
Forum: Implemented mod requests
Topic: LuaEntity.priority_targets for Turrets
Replies: 4
Views: 1039

Re: LuaEntity.priority_targets for Turrets

Same issue with set/get_filter, but at least there a filter_slot_count exists.
by LeonSkills
Sat Dec 21, 2024 9:14 pm
Forum: Implemented mod requests
Topic: LuaEntity.priority_targets for Turrets
Replies: 4
Views: 1039

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 ...
by LeonSkills
Sat Dec 21, 2024 2:42 pm
Forum: Resolved Requests
Topic: API Docs do not have definitions for Decider Combinator control behavior
Replies: 4
Views: 1802

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 ...
by LeonSkills
Fri Dec 20, 2024 9:11 pm
Forum: Resolved Requests
Topic: API Docs do not have definitions for Decider Combinator control behavior
Replies: 4
Views: 1802

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 ...
by LeonSkills
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: 1378

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 ...
by LeonSkills
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: 1378

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 ...
by LeonSkills
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: 2288

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 ...

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