When going through a logistic request's BlueprintInsertPlan , the "stack" slot number in InventoryPosition is 0-indexed, instead of 1-index.
Minimal reproducible example (control.lua):
script.on_event({ defines.events.on_entity_settings_pasted },
function(event)
local source = event.source
local ...
Search found 20 matches
- Mon Oct 28, 2024 7:11 pm
- Forum: Minor issues
- Topic: InventoryPosition stack position is 0-based in BlueprintInsertPlan
- Replies: 1
- Views: 430
- Sun Oct 27, 2024 4:53 pm
- Forum: Won't implement
- Topic: Allow inserting 0 items into an inventory
- Replies: 2
- Views: 399
Allow inserting 0 items into an inventory
inventory.insert and inventory.remove should just do nothing when inserting or removing 0 items instead of crashing.
Consider these two lines of code:
desired_inventory.remove({ name = desired.name, quality = desired.quality, count = taken })
target_inventory.insert({ name = desired.name ...
Consider these two lines of code:
desired_inventory.remove({ name = desired.name, quality = desired.quality, count = taken })
target_inventory.insert({ name = desired.name ...
- Mon Oct 21, 2024 7:38 pm
- Forum: Ideas and Suggestions
- Topic: Pasting blueprint doesn't remove all modules
- Replies: 0
- Views: 322
Pasting blueprint doesn't remove all modules
The new blueprint module pasting is great, but unfortunately doesn't work all the time.
When you paste a blueprint without modules over a building with modules, it should remove those modules, just like it adds modules if you paste a blueprint with modules over a building without modules.
This ...
When you paste a blueprint without modules over a building with modules, it should remove those modules, just like it adds modules if you paste a blueprint with modules over a building without modules.
This ...
- Fri Jun 21, 2024 12:23 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 124260
Re: Friday Facts #416 - Fluids 2.0
This is a great change. I hate having to put pumps everywhere to transfer any non-trivial amounts of fluids.
The realism "lost" isn't really a lost, since the fluid would get there eventually, so what difference does it make if it will appear there a minute or so earlier when the factory will run ...
The realism "lost" isn't really a lost, since the fluid would get there eventually, so what difference does it make if it will appear there a minute or so earlier when the factory will run ...
- Fri Jun 21, 2024 12:16 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 124260
Re: Friday Facts #416 - Fluids 2.0
Now that fluids are being updated, what about the temperature gimmick?
I call it a gimmick because only steam makes use of it and is being produced and processed by completely different machines. It might as well be a different fluid altogether.
I think it would be interesting if, for example, we ...
- Mon Jun 17, 2024 1:11 pm
- Forum: Ideas and Suggestions
- Topic: Please Make Science Packs Less Abstract
- Replies: 12
- Views: 3832
Re: Please Make Science Packs Less Abstract
I've heard that you lose very tiny amount of progress when not at full power. I guess that makes sence, as long as the labs consume, say, 56% of the science for 56% percent of the result, when at 56% power. The rounding errors could give or take tiny amounts of science progress.
One way to fix this ...
One way to fix this ...
- Mon Jun 17, 2024 12:57 pm
- Forum: General discussion
- Topic: Enable replay mid-game?
- Replies: 8
- Views: 8626
Re: Enable replay mid-game?
This is a huge oversight from the devs. You should be able to enable replay on an existing save with a single click of a button in the menu, which would save the current game state and start recording inputs from there, allowing for replay from that point onward.
I've heard about the "export as ...
I've heard about the "export as ...
- Wed Jun 12, 2024 6:12 pm
- Forum: Implemented Suggestions
- Topic: Create module request when placing ghost over existing building
- Replies: 41
- Views: 11723
Re: Copy and paste modules
@OP : If you think your post is close enough from the post about the superimposition (on the issue you want to solve), I'll be happy to merge both, to keep them together.
It seems that the other post is a subset of this post, since this post is about BOTH copying settings and pasting a blueprint ...
It seems that the other post is a subset of this post, since this post is about BOTH copying settings and pasting a blueprint ...
- Wed Jun 12, 2024 1:35 pm
- Forum: Implemented Suggestions
- Topic: Create module request when placing ghost over existing building
- Replies: 41
- Views: 11723
Re: Copy and paste modules
I know many are not bothering to search, but just thinking of possibilities, here.
I did bother to search, but it seems the title of that post changed since I linked it? Or I copy-pasted wrong post title, which is also possible.
There is also the Superimposing moduled blueprint onto unmoduled ...
I did bother to search, but it seems the title of that post changed since I linked it? Or I copy-pasted wrong post title, which is also possible.
There is also the Superimposing moduled blueprint onto unmoduled ...
- Wed Jun 12, 2024 9:50 am
- Forum: Implemented Suggestions
- Topic: Create module request when placing ghost over existing building
- Replies: 41
- Views: 11723
Copy and paste modules
TL;DR
Enable copy-pasting modules together with recipes from one machine to another machines and when pasting blueprints.
What ?
Copy modules together with recipes when copy-pasting settings or when pasting a blueprint. When copy-pasting settings in person, the modules can be inserted from the ...
Enable copy-pasting modules together with recipes from one machine to another machines and when pasting blueprints.
What ?
Copy modules together with recipes when copy-pasting settings or when pasting a blueprint. When copy-pasting settings in person, the modules can be inserted from the ...
- Sat Jun 01, 2024 11:42 am
- Forum: Implemented Suggestions
- Topic: Create module request when placing ghost over existing building
- Replies: 41
- Views: 11723
Copy and paste modules
TL;DR
Copy-pasting a machine recipe should also copy it's modules.
What ?
When you copy a recipe from one machine to another, you almost always want to copy the modules as well. When in-person, the modules can be inserted from the player's inventory. When pasting a blueprint or in radar view ...
Copy-pasting a machine recipe should also copy it's modules.
What ?
When you copy a recipe from one machine to another, you almost always want to copy the modules as well. When in-person, the modules can be inserted from the player's inventory. When pasting a blueprint or in radar view ...
- Sat Jun 01, 2024 11:29 am
- Forum: Implemented in 2.0
- Topic: Dynamic train stop priorities
- Replies: 1
- Views: 644
Dynamic train stop priorities
TL;DR
Train stop priorities introduced in FFF 395 are great, but it would be even better if they would be settable from the circuit network.
What ?
Make the train stop priority be settable from the circuit network, similar to how "disable train stop" is, for example. Except instead of a ...
Train stop priorities introduced in FFF 395 are great, but it would be even better if they would be settable from the circuit network.
What ?
Make the train stop priority be settable from the circuit network, similar to how "disable train stop" is, for example. Except instead of a ...
- Mon Mar 04, 2024 6:46 pm
- Forum: Implemented mod requests
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 6462
Re: Export currently held blueprint library object to item
That's nice to hear. This is a bit of an XY problem, where the real problem is that there is no (easy) way to read "built" entities when using a blueprint.
You can read the entities in the blueprint, then see its size, it's orientation and flipping, and then work everything out yourself, but it's a ...
You can read the entities in the blueprint, then see its size, it's orientation and flipping, and then work everything out yourself, but it's a ...
- Fri Jan 19, 2024 2:00 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 43150
Re: Friday Facts #394 - Assembler flipping and circuit control
Every building should be flipable. If you can't flip pumpjack because their connections are wierd AF, just change it so that it can be flipped. There is not much practical use for reusing blueprints with pumpjacks, but what's the alternative? Keep the horrible design for the end of time?
- Fri Jan 05, 2024 4:37 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 145
- Views: 54760
Re: Friday Facts #392 - Parametrised blueprints
This is great! Setting up trait stops in "grid based" train bases has always been a pain, and this looks like it will (mostly) solve it. I say "mostly" because I don't see how you can set a train station color based on the item selected.
Also, it would be nice if you could use "item stack number ...
Also, it would be nice if you could use "item stack number ...
- Sat Oct 14, 2023 2:30 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 56852
Re: Friday Facts #380 - Remote view
Awesome, this is going to be even better than the satellite view in Space Exploration, I'm really impressed. One last thing to address is copying modules. In the screenshot, there are several machines doing the same thing and the video only changes modules in one of them, and in reality you want to ...
- Fri Oct 06, 2023 12:42 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 47570
Re: Friday Facts #379 - Abstract rewiring
You can not red wire something from the map, but you could take a blueprint of it, wire it locally, then place the blueprint back over the top, and the wires would magically change. Thats just frustrating and annoying.
Yes finally the devs are addressing this. Please don't stop with the wire ...
Yes finally the devs are addressing this. Please don't stop with the wire ...
- Fri Sep 01, 2023 12:44 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 79447
Re: Friday Facts #374 - Smarter robots
Very cool to see these improvements. The "logistic request" on the roboport for robots is a godsend, will it work for repair packs too?
One more thing that needs improving but wasn't mentioned is robot recharching in general. I have seen countless times robots fly toward their destination, only to ...
One more thing that needs improving but wasn't mentioned is robot recharching in general. I have seen countless times robots fly toward their destination, only to ...
- Sun Jan 16, 2022 2:47 pm
- Forum: Modding interface requests
- Topic: Add event for placing a blueprint over an entitiy
- Replies: 0
- Views: 955
Add event for placing a blueprint over an entitiy
TL;DR
Add a new event ( on_entity_blueprint_replace or something), that would be triggered when "pasting" over an entity with a blueprint.
What ?
The event should have, most importantly, the BlueprintEntity that is being pasted, and the existing LuaEntity that is being "replaced". It could be ...
Add a new event ( on_entity_blueprint_replace or something), that would be triggered when "pasting" over an entity with a blueprint.
What ?
The event should have, most importantly, the BlueprintEntity that is being pasted, and the existing LuaEntity that is being "replaced". It could be ...
- Sun Jan 16, 2022 2:02 pm
- Forum: Implemented mod requests
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 6462
Re: Export currently held blueprint library object to item
Very much agree. I need to read if the currently held blueprint is absolutely positioned or not. There already is a property on the player https://lua-api.factorio.com/next/LuaPlayer.html#LuaPlayer.blueprint_to_setup , but it is nil in the on_pre_build event when player is building from a blueprint ...