Search found 797 matches

by Honktown
Wed Jul 21, 2021 5:01 am
Forum: Modding interface requests
Topic: Cannot change the color of an entity
Replies: 3
Views: 175

Re: Cannot change the color of an entity

From chatting with some devs, the color of turrets is based on the "first" player of a force. Unfortunately, that's it.

Here's a related post: viewtopic.php?t=82644
by Honktown
Mon Jul 19, 2021 7:36 am
Forum: Modding discussion
Topic: Mining drill prototype storage_slots
Replies: 3
Views: 63

Re: Small documentation improvement requests

Description makes it sound like it's for resources that have more than one item in their minable results, and that without enough slots the remaining results are lost. From the quoted version, and other forum posts (some of bob's, google factorio "storage_slots"), that was indeed the case...
by Honktown
Mon Jul 19, 2021 5:11 am
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 83
Views: 5457

Re: Small documentation improvement requests

https://wiki.factorio.com/Prototype/MiningDrill#storage_slots Does this still do anything? [code]data.raw.resource["iron-ore"].minable.results = { {type = "item", name = "iron-ore", amount = 10}, {type = "item", name = "copper-ore", amount = 10}, } ...
by Honktown
Mon Jul 19, 2021 3:21 am
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 83
Views: 5457

Re: Small documentation improvement requests

Its the deviation of the angle, in orientation units (0 - 1) so setting it to 1 or above means basically 360 degree random spread (+/- 0.5 orientation aka +/- 180 degrees) For instance the shotgun has a deviation of 0.3, so +-/0.15 orientation either direction from the origin orientation It's +/- r...
by Honktown
Sun Jul 18, 2021 10:14 pm
Forum: Not a bug
Topic: [1.1.36] Small complication with a modded shortcut and order field
Replies: 1
Views: 165

[1.1.36] Small complication with a modded shortcut and order field

What I did: Added a new shortcut with a mod (the shortcut buttons right of the user quick-bar) What I expected: The button and location in visibility/presence menu (tiny thing to click on and expose shortcuts) would be added according to the order field string. What happened: The button and position...
by Honktown
Sat Jul 17, 2021 11:04 pm
Forum: Modding interface requests
Topic: Icons in the shortcut bar: PLEASE allow larger icons
Replies: 0
Views: 76

Icons in the shortcut bar: PLEASE allow larger icons

The icons are 16x16 in a 40x40 size pixel box. I want to make an icon take up 32, if not the whole 40. Can't. 256/1600 means only 16% of the available area can be used to show a graphic. That's a *alot* of dead space that could be better used, on an already small graphic. debug info of shortcut butt...
by Honktown
Sat Jul 17, 2021 5:48 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 83
Views: 5457

Re: Small documentation improvement requests

https://wiki.factorio.com/Prototype/Shortcut I don't understand the difference between the 'normal' icons and the small ones: icon small_icon disabled_icon disabled_small_icon [attachment=0]smallbig_reduced.jpg[/attachment] Added this myself :) . Also added the scaled-to icon size (for a shortcut b...
by Honktown
Tue Jul 13, 2021 3:52 am
Forum: Modding interface requests
Topic: request for supports_bar() on entity prototypes
Replies: 0
Views: 73

request for supports_bar() on entity prototypes

There only seems to be at most one inventory per entity type which can support a bar, and it can only be known via the LuaInventory. I'm manipulating a chests bar, and I know 100% of the time the chests I'm manipulating will have the exact same behavior, but I can't cache them in advance. Containers...
by Honktown
Tue Jul 13, 2021 2:59 am
Forum: Assigned
Topic: [Rseding] [1.1.35] Many odd issues around request slots (including documentation)
Replies: 0
Views: 153

[Rseding] [1.1.35] Many odd issues around request slots (including documentation)

To start off, gathering some information: First: wiki link to Logistic Chests max_logistic_slots Type: uint16 The number of request slots this logistics container has. Requester-type containers must have > 0 slots and can have a maximum of 1000 slots. Storage-type containers must have <= 1 slot. Sec...
by Honktown
Tue Jul 13, 2021 1:52 am
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 83
Views: 5457

Re: Small documentation improvement requests

https://lua-api.factorio.com/latest/LuaControl.html get_personal_logistic_slot(slot_index) → PersonalLogisticParameters Sets the personal request and trash to the given values. get_vehicle_logistic_slot(slot_index) → PersonalLogisticParameters Sets the vehicle logistic request and trash to the given...
by Honktown
Sat Jul 10, 2021 7:49 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.35] LuaPlayer::build_from_cursor with underground belts flipped
Replies: 5
Views: 522

Re: [1.1.35] Setting direction on underground belts doesn't work

Tested a work-around: hand_and_cursor_stuff.lua Even with clearing the cursor and putting the item back, the "hidden state" of "is this underground the other side and should be rotated on build_from_cursor" persists. Rotating doesn't change the "should the build_from_cursor ...
by Honktown
Sat Jul 10, 2021 7:03 pm
Forum: Modding interface requests
Topic: Export normal item stack?
Replies: 0
Views: 76

Export normal item stack?

export_stack() → string Export a supported item (blueprint, blueprint-book, deconstruction-planner, upgrade-planner, item-with-tags) to a string Return value The exported string I was wondering if maybe we could get this for other items? Currently if one wants to store an item temporarily, one need...
by Honktown
Tue Jul 06, 2021 11:31 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 83
Views: 5457

Re: Small documentation improvement requests

... I think I realized something stupid that might be worth mentioning in the docs anyway: if you start a request path from an entity position, with the entity's collision mask, it always fails (unless it doesn't collide with itself). That might be why I kept thinking the interpretation of a collis...
by Honktown
Tue Jul 06, 2021 4:48 pm
Forum: Ideas and Suggestions
Topic: Go back with rail planner if rails are mined while placing them
Replies: 3
Views: 157

Re: Go back with rail planner if rails are mined while placing them

Sorry, I don’t understand the core of this problem, perhaps because I nearly always use the rail-planer (dragging the path with shift); I nearly never place single rails. Perhaps you might do that as well, because doing it so this problem doesn’t exist? If one mis-clicks while holding shift/control...
by Honktown
Mon Jul 05, 2021 3:40 am
Forum: Ideas and Suggestions
Topic: Go back with rail planner if rails are mined while placing them
Replies: 3
Views: 157

Go back with rail planner if rails are mined while placing them

After placing a rail and clicking the green arrow to place more, regardless of how one places more, if they're mined out, there's no going back. If an end-piece were mined, it'd be pretty obvious to go back one connected rail at a time. If a rail were mined in the middle of two sections, the best be...
by Honktown
Thu Jun 24, 2021 1:32 am
Forum: Modding discussion
Topic: LuaSurface.request_path documentation
Replies: 7
Views: 123

LuaSurface.request_path documentation

(Note from Therenas: Split this discussion out to its own thread so the doc improvements one isn't cluttered up with it) LuaSurface.request_path Starts a path find request without actually ordering a unit to move. Result is ultimately returned asynchronously via on_script_path_request_finished. This...
by Honktown
Wed Jun 16, 2021 3:27 am
Forum: Resolved Problems and Bugs
Topic: [boskid] [1.1.34] 65535 slot beacon has nil slots via prototype
Replies: 1
Views: 465

[boskid] [1.1.34] 65535 slot beacon has nil slots via prototype

See the mod Spaceblock: https://mods.factorio.com/mod/spaceblock . There is a beacon called "spaceblock-mining-prod-provider". If one tries e.g /c game.print(game.entity_prototypes["spaceblock-mining-prod-provider"].module_inventory_size) the return is nil. The prototype explorer...
by Honktown
Mon Jun 14, 2021 4:28 pm
Forum: Modding interface requests
Topic: entity.die(anything, nil)
Replies: 1
Views: 143

entity.die(anything, nil)

There's been a few times I want to call entity.die() in a damaged event, and pass in the right parameters. event.entity.die(event.force) will always work, even if force is nil. force is optional in the event and for entity.die(), though in the damage event I don't think it can ever be nil (e.g. enti...
by Honktown
Mon Jun 07, 2021 6:13 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 83
Views: 5457

Re: Small documentation improvement requests

The collision_mask argument for surface.request_path is a bit confusing, in my opinion: collision_mask :: CollisionMask or array[string] The collision mask is not the collision mask of the prototype for expected results (they are opposite collision masks!), and "array[string]" is an unusu...
by Honktown
Fri Jun 04, 2021 7:08 am
Forum: Modding discussion
Topic: LuaEntity::get_recipe() subclasses
Replies: 6
Views: 246

Re: LuaEntity::get_recipe() subclasses

Doesn't CraftingMachine already imply that? Ghosts can't craft and machines of them are an entity-ghost, so from a modder perspective, no. How I viewed it, hence the request. Similarly, seemingly far more important attributes, ghost_name, ghost_prototype, ghost_type, e.g. are separate. No ghost_get...

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