Search found 14 matches

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: 537

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 cl...
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: 537

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 ones,...
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: 940

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 included...
by LeonSkills
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: 940

Re: [1.1.76] LuaControl.mine_entity(entity, force?) seems to ignore the force parameter

lyvgbfh wrote: ↑
Sat Jan 28, 2023 4:08 am
Does it behave the same if force is nil (unspecified)?
Default behaviour is equal to force=false
by LeonSkills
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: 940

[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_r...
by LeonSkills
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: 1084

[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 actual...
by LeonSkills
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: 860

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
by LeonSkills
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: 1845

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 buil...
by LeonSkills
Sat Nov 02, 2019 1:36 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.74] Crash and bugs when removing some collision masks from rails
Replies: 3
Views: 3102

Re: [0.17.74] Crash and bugs when removing some collision masks from rails

Right, thanks. Kind of regret making the report now before doing some more testing. The bug is only there when it doesn't have a "floor-layer" or a "water-tile" layer. Maybe have a check that the collision_mask of a rail should contain at least one of those? Right now adding (or ...
by LeonSkills
Sat Nov 02, 2019 12:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.74] Crash and bugs when removing some collision masks from rails
Replies: 3
Views: 3102

[0.17.74] Crash and bugs when removing some collision masks from rails

I am building a rail system where sometimes I want other entities to be able to be build on (parts of) rails. So I removed the collision masks data.raw["straight-rail"]["straight-rail"].collision_mask = {"not-colliding-with-itself"} data.raw["curved-rail"][&qu...
by LeonSkills
Wed May 01, 2019 5:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.34] LuaTransportBelt.output_lines and .input_lines inconsistencies within splitters and underground belts
Replies: 1
Views: 1967

[0.17.34] LuaTransportBelt.output_lines and .input_lines inconsistencies within splitters and underground belts

Not a major bug. Just some inconsistencies which are easy to account for when building mods, but will cause some head-scratches the first time you encounter it. If you check the input and output lines of the LuaTransportLines of a splitter then the connections within the splitter are inconsistent. T...
by LeonSkills
Wed May 01, 2019 2:55 pm
Forum: Not a bug
Topic: [0.17.34] inserter.drop_target, and LuaTransportLine.input_lines sometimes not available on building an inserter
Replies: 3
Views: 1222

[0.17.34] inserter.drop_target, and LuaTransportLine.input_lines sometimes not available on building an inserter

Not sure if this should be in bug reports or interface requests. But there is some (seemingly inconsistent) weird behaviour. LuaEntity.drop_target and LuaEntity.pickup_target of inserters are nil when building inserters in on_built_entity. Even though the entities to pickup from/drop of to are alrea...
by LeonSkills
Wed May 01, 2019 2:45 pm
Forum: Modding interface requests
Topic: convert Position to LuaTransportLine and position
Replies: 2
Views: 1165

Re: convert Position to LuaTransportLine and position

Support on this. I'd like a LuaEntity.get_transport_line_index(position) that returns the index of the transport line, or nil if position is outside the TransportBeltConnectable (the index so we can easily call get_transport_line(index) and do some math with the index). Would be nice if it would ret...
by LeonSkills
Fri Mar 22, 2019 1:26 pm
Forum: Modding help
Topic: 0.17 Resource generation
Replies: 10
Views: 3505

Re: 0.17 Resource generation

I was having the exact problem yesterday I think it's because the spot-noise uses the same seeds for all resources. (seed0 = map seed, seed1 = 100), and doesn't make use of the resource name/order to seed the generation, so all spots will be on the same locations for each resource. What I did was co...

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