Search found 348 matches

by curiosity
Thu Jan 19, 2023 6:42 pm
Forum: Modding interface requests
Topic: Separate the 2 functions of "catalyst_amount" into 2 parameters
Replies: 4
Views: 1354

Re: Separate the 2 functions of "catalyst_amount" into 2 parameters

For example if a recipe has 50% chance to output stone, and that product has catalyst_amount = 1 (has to be an int), then when the recipe outputs stone it works as expected (stone does not appear in stats) but when the recipe does not output stone then 1 stone appears in consumption stats. I'm gues...
by curiosity
Mon Jan 16, 2023 2:49 am
Forum: Modding discussion
Topic: What to do with entities after uninstall
Replies: 28
Views: 6805

Re: What to do with entities after uninstall

While your approach makes sense at the first glance, I don't think that mods can (or should be able to --> just think of malicious or buggy mods) restart the game. This would only work if it's implemented in vanilla Just what do you think this API request thread is about? And with the suggestion yo...
by curiosity
Sat Jan 14, 2023 8:52 am
Forum: Modding discussion
Topic: What to do with entities after uninstall
Replies: 28
Views: 6805

Re: What to do with entities after uninstall

What's the reason this got moved to Won't Implement? Probably because this: My immediate reaction: it's working how we want it to: remove the mod and everything it added is removed. If that's not what you want to happen then don't remove the mod. That being said, if someone has better arguments I'l...
by curiosity
Fri Jan 13, 2023 11:56 am
Forum: Modding discussion
Topic: What to do with entities after uninstall
Replies: 28
Views: 6805

Re: What to do with entities after uninstall

Definitely needs an uninstalling migration to solve this. The migration is a JSON migration (the only way to change one prototype into another) that gets stored in the save (updated every time fresh from the mod) and run when the mod is removed (after which the migration itself is removed). This mig...
by curiosity
Sat Jan 07, 2023 4:47 pm
Forum: Implemented mod requests
Topic: Get the inserter's effective stack size limitation
Replies: 1
Views: 756

Get the inserter's effective stack size limitation

If you open an inserter, there's the option to override stack size and the related input field. Right now, there's LuaEntity.inserter_stack_size_override, which corresponds to that input field if and only if the override is enabled . Meanwhile the input field shows the actual stack size limit at all...
by curiosity
Fri Jan 06, 2023 5:44 pm
Forum: Modding interface requests
Topic: GUI style property to adjust line spacing in text
Replies: 0
Views: 388

GUI style property to adjust line spacing in text

I made a monospace textbox, but it looks subtly wrong because of the distance between lines of text. I would like to be able to configure that.

Personally, I only care to have this for textbox (for now), but I imagine someone will find it handy for other text-displaying elements as well.
by curiosity
Wed Jan 04, 2023 4:37 am
Forum: Mod portal Discussion
Topic: Search doesn't work within a category
Replies: 5
Views: 1283

Re: Search doesn't work within a category

Apparently, it works just fine now. No idea what the issue was.
by curiosity
Tue Jan 03, 2023 12:01 pm
Forum: Mod portal Discussion
Topic: Search doesn't work within a category
Replies: 5
Views: 1283

Re: Search doesn't work within a category

Still can't search in the Internal category.
by curiosity
Fri Dec 30, 2022 2:23 pm
Forum: Mod portal Discussion
Topic: Search doesn't work within a category
Replies: 5
Views: 1283

Search doesn't work within a category

To reproduce, search something with results, then select one of the results' categories. Observe 0 results.

Surprisingly, it works from the in-game mod manager.
by curiosity
Mon Dec 26, 2022 1:37 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 87796

Re: Documentation Improvement Requests

LuaEquipmentGrid.inhibit_movement_bonus : "True if this movement bonus equipment is turned off, otherwise false." Sounds like it's a property of an equipment, not of a grid. IMO, this would be better: "True if this grid's movement bonus equipment is turned off, otherwise false."...
by curiosity
Mon Dec 26, 2022 10:34 am
Forum: Modding interface requests
Topic: Set ignored_by_interaction without setting it on children
Replies: 4
Views: 1293

Re: Set ignored_by_interaction without setting it on children

I would also like to see this. Right now nesting interactive elements with any control over their alignment is practically impossible.
by curiosity
Mon Dec 26, 2022 5:23 am
Forum: Modding discussion
Topic: Radiobutton discussion
Replies: 10
Views: 1326

Re: Documentation Improvement Requests

https://lua-api.factorio.com/latest/LuaGuiElement.html Just being nitpicky with the description of "radiobutton" type. Functionally I think it is a little bit different from checkbox - when you click a selected checkbox it will deselect, but if you click a selected radio button it stays s...
by curiosity
Wed Dec 07, 2022 3:55 am
Forum: Won't implement
Topic: On pre save request
Replies: 7
Views: 1869

Re: On pre save request

Some mods keep lots of temporary data out of global to reduce save size. What you suggest may drastically increase the amount of data to transfer on join.
by curiosity
Mon Dec 05, 2022 1:29 am
Forum: Modding discussion
Topic: Radiobutton discussion
Replies: 10
Views: 1326

Re: Documentation Improvement Requests

Yes, I had already read that, but every place where I've used radios have something implemented in the backend so any radios placed in the same container are automatically linked and thus change each other's states. I have only seen an automatic implementation like that once in all the frameworks I...
by curiosity
Sun Nov 06, 2022 1:23 pm
Forum: Modding interface requests
Topic: Make on_marked_for_deconstruction not fire before cloning events
Replies: 4
Views: 1010

Re: Make on_marked_for_deconstruction not fire before cloning events

Should the marked for deconstruction event even fire to begin with? There is no marking happening, the entity was already marked.
by curiosity
Fri Oct 21, 2022 3:49 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 87796

Re: Small documentation improvement requests

There seems to be missing from the docs a very important notion: the game-mod boundary. And what happens with table values that cross it. -> Good point, thanks. There will be more of these 'auxiliary' topic pages in the future, and I wrote this one down for that. Will take a while to materialize tho...
by curiosity
Thu Oct 13, 2022 11:09 pm
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 52
Views: 20656

Re: [One Line Suggestions]

Honktown wrote:
Thu Oct 13, 2022 6:19 am
How often will someone looking at the downloads *care* except when it's a "mod pack mod"?
FWIW, most of the time I open the downloads page is to see dependencies. I won't mind it being a sibling tab to downloads, but I will mind if I have to load an additional page to get there.
by curiosity
Sat Oct 01, 2022 3:35 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 87796

Re: Small documentation improvement requests

Please note that for control stage lifecycle a mod counts as present in the save only if it had control.lua. Details in Discord.

-> Interesting, noted for 1.1.71, thanks.

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