Search found 1057 matches

by Honktown
Mon Jul 21, 2025 11:31 pm
Forum: Minor issues
Topic: [2.0.60] Leaving remote map view does not raise on_selected_entity_changed
Replies: 3
Views: 320

Re: [2.0.60] Leaving remote map view does not raise on_selected_entity_changed

Thanks for replying. I think watching on_player_controller_changed, in addition, might solve my mod's "issue" then.
by Honktown
Sat Jul 19, 2025 2:52 pm
Forum: Minor issues
Topic: [2.0.60] Leaving remote map view does not raise on_selected_entity_changed
Replies: 3
Views: 320

[2.0.60] Leaving remote map view does not raise on_selected_entity_changed

What you expected:
Deselecting an entity always raises on_selected_entity_changed when it's reasonable to do so.

What happens:
It doesn't. The tooltip changes and everything

To reproduce:
/c
script.on_event(defines.events.on_selected_entity_changed, function(event)
game.print(event.tick)
end ...
by Honktown
Sun Jun 22, 2025 2:39 am
Forum: Duplicates
Topic: [2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'
Replies: 2
Views: 337

Re: [2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'

Also noting: a recipe which isn't active (the machine isn't crafting but shows the recipe) can have the modules inserted. Only when a recipe is active do the modules refuse to insert.
by Honktown
Sat Jun 21, 2025 9:36 pm
Forum: Duplicates
Topic: [2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'
Replies: 2
Views: 337

[2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'

Recreation:
Have a recipe which doesn't accept modules, but the furnace does. A simple example:
local steel_recipe = data.raw.recipe["steel-plate"]
steel_recipe.allow_productivity = false


Mod:
furnace_module_oddity_0.0.1.zip


Place modules in a furnace:
weird_modules-2.jpg


Save file ...
by Honktown
Fri Jun 06, 2025 12:12 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event
Replies: 6
Views: 2057

[Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event

What you expect:
The machine - non-square (rectangular) crafting machine with fluid_boxes and fluid_boxes_off_when_no_fluid_recipe = true
The machine can be placed, and if you try to rotate it, it doesn't rotate (conventional behavior for assemblers), and does not raise on_player_rotated_entity , or ...
by Honktown
Thu Jun 05, 2025 11:48 pm
Forum: Modding interface requests
Topic: Allow 180 rotation of rectangular crafting machines after placement
Replies: 2
Views: 1211

Re: Allow 180 rotation of rectangular crafting machines after placement

In 2.0, a setting on assembling-machines was added:
fluid_boxes_off_when_no_fluid_recipe which is default false. By default, a non-square / rectangular assembling machine with fluid boxes can rotate after being placed.
by Honktown
Sat May 24, 2025 12:58 am
Forum: Modding interface requests
Topic: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
Replies: 6
Views: 660

Re: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest



2) ' If you want to change it to a localized string, it can't be called a key anymore. '
I don't understand this statement. Yes. Changing the type permitted changes the type permitted.

Can't be called a key. Because it's not a key. And right now it's called a key.

Yes, and that's why any ...
by Honktown
Sat May 24, 2025 12:49 am
Forum: Modding interface requests
Topic: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
Replies: 6
Views: 660

Re: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest

Small desired edits: Nth being the length of the pre-defined parameters, localised parameters being n+1 of the localised string, etc
by Honktown
Sat May 24, 2025 12:46 am
Forum: Modding interface requests
Topic: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
Replies: 6
Views: 660

Re: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest


It receives a parameter from the outside. How do you suppose that should be passed to a fully specified localized string?

Hence also the word "key" in the name of the property. The key being the name of the locale string it uses to look it up. If you want to change it to a localized string, it ...
by Honktown
Fri May 23, 2025 10:31 pm
Forum: Modding interface requests
Topic: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
Replies: 6
Views: 660

Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest

A small discrepancy in some of the new localised things for furnaces, and maybe other prototypes. It was decided they used plain strings, omitting the table of localised strings.

Considering localised strings in the regular use has tables, I think there should be an alignment one way or the other ...
by Honktown
Sat Apr 12, 2025 2:41 pm
Forum: Modding interface requests
Topic: Change rocket-silo.lua to check for normal rocket-silo
Replies: 0
Views: 224

Change rocket-silo.lua to check for normal rocket-silo

A simple change would allow for modded, but freeplay-based, games to use rocket silos for other purposes, without triggering the win condition.

On line 33 of rocket-silo.lua, there's:

if not (rocket and rocket.valid) then return end


These lines could be added, underneath:

local silo ...
by Honktown
Wed Apr 02, 2025 2:42 am
Forum: Resolved Requests
Topic: InventoryPosition stack is 0-based
Replies: 1
Views: 292

InventoryPosition stack is 0-based

It would be appreciated if https://lua-api.factorio.com/2.0.43/concepts/InventoryPosition.html was noted to use 0-based inventory indexing, in contrast to other inventory stack index behavior.

It is noted in a forum post, this behavior is "intended" unless a larger change is made for backwards ...
by Honktown
Sat Jan 11, 2025 12:56 am
Forum: Resolved Problems and Bugs
Topic: [2.0.28] discrete steps on a modded slider don't re-gain control
Replies: 1
Views: 1474

[2.0.28] discrete steps on a modded slider don't re-gain control

Related thread: https://forums.factorio.com/viewtopic.php?f=23&t=87600

A bug arises if a slider is set to be from discrete values, set to a min, min + 1 range, and then set again to a larger min/max.

The initial "Not a bug" behavior seems sensible, but the new bug is that setting it back to ...
by Honktown
Sat Dec 21, 2024 8:10 am
Forum: Resolved Problems and Bugs
Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
Replies: 22
Views: 14549

Re: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint

I keep coming back to "where's the barrier" when pushing a blueprint from game state into a library?
On the Lua side:
1) we get events for what was blueprinted
2) those things can have data attached, modified, removed, etc.
And this is critical:
3) A script inventory can be created
4) The blueprint ...
by Honktown
Sat Dec 07, 2024 7:48 am
Forum: Pending
Topic: closing the modified gui of a combinator plays no sound
Replies: 2
Views: 462

Re: closing the modified gui of a combinator plays no sound

Is it possible you're not noticing because the gui is closed during your explicit overwrite? I would expect writing player.opened = something else would play the close sound then, as that would be when the entity gui is closed. And that destroying a LuaGuiElement or a LuaEntity would not play a ...
by Honktown
Sat Dec 07, 2024 6:01 am
Forum: Ideas and Suggestions
Topic: Start increasing evolution factor later
Replies: 11
Views: 1997

Re: Start increasing evolution factor later

I'm not sure if I like this specific suggestion, but I do agree Gleba can lead to a "no-win" game, if you're not prepared. Even with my friend and I, one of us was on Fulgora orchestrating tesla turrets to be sent off to Gleba, and we were on the border of sustainability for a while. Artillery seems ...
by Honktown
Sat Nov 23, 2024 7:56 am
Forum: Duplicates
Topic: [2.0.20] Flamethrower turrets do not return oil
Replies: 2
Views: 530

Re: [2.0.20] Flamethrower turrets do not return oil

The nature of this bug would relate to flame turrets having "twice" the oil they show. There's a fluidbox capacity, and the internal ammo capacity.
by Honktown
Sat Nov 16, 2024 7:46 pm
Forum: Modding help
Topic: Change storage variable from game
Replies: 4
Views: 1013

Re: Change storage variable from game

/c __mod-name is Lua code executed in the mods environment. Changing a mods global storage in a command would be executed as being within the mod itself, as if ran during on_configuration_changed or in a new command e.g. .

/c
storage.value = "x"


/c
game.print(storage.value)


There is one ...
by Honktown
Sat Nov 16, 2024 7:06 pm
Forum: Not a bug
Topic: [2.0.15] swaping oretype under a placed miner result into empty miner
Replies: 2
Views: 540

Re: [2.0.15] swaping oretype under a placed miner result into empty miner

In the mod, the author can look for miners (though they have different reach), and do "update_connections()" https://lua-api.factorio.com/latest/classes/LuaEntity.html#update_connections

Quoting:
update_connections()

Reconnect loader, beacon, cliff and mining drill connections to entities that ...
by Honktown
Sat Nov 16, 2024 6:43 pm
Forum: Duplicates
Topic: [2.0.15] Desync while placing elevated Rails / Ramp
Replies: 2
Views: 681

Re: [2.0.15] Desync while placing elevated Rails / Ramp

I do not see the desync report?

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