Search found 31 matches
- Thu Apr 03, 2025 11:09 pm
- Forum: Modding interface requests
- Topic: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
- Replies: 1
- Views: 202
Re: Mod "garbage collection" via some means (not sure what would make sense, though)
Something I realized after posting this is that while I like the general concept of being able to attach a 'mod owner' to global state objects like luaForce, cleanup does get a bit complicated if you have a structure where one force is defined as collapsing into another when the mod goes away, but ...
- Wed Apr 02, 2025 12:06 am
- Forum: Modding interface requests
- Topic: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
- Replies: 1
- Views: 202
Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
Hey,
This is only a half-formed request, but interested in what people might think -
I don't do much modding, but I did publish a mod back in the 1.0/1.1 days, and thinking about resurrecting it for 2.0, now. It was a semi-evil mod that made force changes in order to accomplish prioritization of ...
This is only a half-formed request, but interested in what people might think -
I don't do much modding, but I did publish a mod back in the 1.0/1.1 days, and thinking about resurrecting it for 2.0, now. It was a semi-evil mod that made force changes in order to accomplish prioritization of ...
- Mon Feb 03, 2025 3:36 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 163
- Views: 62889
Re: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Hey,
So for years I've wanted this functionality as well (to set up remote outposts that auto-request delivery of missing requests). I've used Ghost Scanner at various times in small networks when the performance impacts were acceptable (many to the original author of Ghost Scanner and all those ...
So for years I've wanted this functionality as well (to set up remote outposts that auto-request delivery of missing requests). I've used Ghost Scanner at various times in small networks when the performance impacts were acceptable (many to the original author of Ghost Scanner and all those ...
- Thu Jan 30, 2025 12:30 am
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 952
Re: "Noob" prototype "type checking" question
Got it! Thanks. I think I wasn't properly interpreting the description of the 'type' property which is what confused me initially.
- Wed Jan 29, 2025 1:23 pm
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 952
Re: "Noob" prototype "type checking" question
Hi @Xorimuth,
Thank you for your helpful and insightful commentary.
I don't think pairs() will work for what you want either, using pairs() on a LuaObject will not iterate through all valid properties, it will generally do nothing. (I think for some things, it can be used, like for a ...
Thank you for your helpful and insightful commentary.
I don't think pairs() will work for what you want either, using pairs() on a LuaObject will not iterate through all valid properties, it will generally do nothing. (I think for some things, it can be used, like for a ...
- Wed Jan 29, 2025 4:04 am
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 952
Re: "Noob" prototype "type checking" question
Update - ahh, yes, now I remember why I started down this path. It's because attempting to access a property that doesn't apply to an entity will trigger an exception rather than returning nil. THAT'S why I was trying to detect the type proactively and only THEN read properties I knew would exist ...
- Tue Jan 28, 2025 2:58 am
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 952
Re: "Noob" prototype "type checking" question
Got it, thanks for the help!
- Mon Jan 27, 2025 11:15 pm
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 952
Re: "Noob" prototype "type checking" question
I get the sense that you might be assuming that the Factorio prototype system is a lot more "object oriented" than it really is, which could be why you're struggling. A prototype in Factorio is really more just a clump of data telling the game engine what it is. On the C++ side, there's a whole ...
- Mon Jan 27, 2025 9:09 pm
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 952
Re: "Noob" prototype "type checking" question
Gotcha. So in the case where a mod is extending an existing prototype, checking .type (instead of .name) would return the same Lua *Prototype class of the 'base' object despite it potentially having a different prototype name due to deepcopy+extend? Is that it? Or is it possible to modify .type when ...
- Sun Jan 26, 2025 9:58 pm
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 952
"Noob" prototype "type checking" question
Sorry. Bit of a concept question here, definitely of the 'noob' variety -
So, despite having written a mod for Factorio I still struggle a lot with the concept of prototypes in the game and what that actually "means" (my mod didn't deal with too much custom prototype stuff, etc. hence why I think ...
So, despite having written a mod for Factorio I still struggle a lot with the concept of prototypes in the game and what that actually "means" (my mod didn't deal with too much custom prototype stuff, etc. hence why I think ...
- Sat Nov 16, 2024 8:32 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 163
- Views: 62889
Re: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
"Ghost Scanner"
"Logistics Signals"
were two that I used.
"Logistics Signals"
were two that I used.
- Fri Mar 15, 2024 3:31 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 48893
Re: Friday Facts #402 - Lightspeed circuits
First off, I LOVE what you're doing with the expansion. Secondly, I LOVE your latest series of FFF.
None of the following criticisms are intended to detract from either of these. :lol:
I was super excited to see the wireless signal transmission feature of the Radars until I read this:
So we ...
None of the following criticisms are intended to detract from either of these. :lol:
I was super excited to see the wireless signal transmission feature of the Radars until I read this:
So we ...
- Sun Oct 23, 2022 6:45 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 114167
Re: Small documentation improvement requests
Hello,
I really found the "Data Lifecycle" documentation page very helpful when I was reading it the other day struggling to remember how the various initialization-related events worked. It's great, but there were a few outstanding questions in my mind after reading it.
#1. I had a question ...
I really found the "Data Lifecycle" documentation page very helpful when I was reading it the other day struggling to remember how the various initialization-related events worked. It's great, but there were a few outstanding questions in my mind after reading it.
#1. I had a question ...
- Thu Oct 20, 2022 11:25 pm
- Forum: Modding help
- Topic: Pedantic double-check: on_configuration_changed() always fires when game version changes?
- Replies: 3
- Views: 1255
Re: Pedantic double-check: on_configuration_changed() always fires when game version changes?
Super helpful, thank you!
@boskid if it's all right with you I might try to distill your detailed answer into a small set of enhancements to be added to the Data Lifecycle documentation page.
@boskid if it's all right with you I might try to distill your detailed answer into a small set of enhancements to be added to the Data Lifecycle documentation page.
- Thu Oct 20, 2022 2:09 am
- Forum: Modding help
- Topic: Pedantic double-check: on_configuration_changed() always fires when game version changes?
- Replies: 3
- Views: 1255
Pedantic double-check: on_configuration_changed() always fires when game version changes?
The (fantastic and very helpful) "Data lifecycle" documentation page says the following about on_configuration_changed():
[5] on_configuration_changed()
This step runs for all mods if the save's mod configuration has changed. The configuration is considered to be different when the major game ...
[5] on_configuration_changed()
This step runs for all mods if the save's mod configuration has changed. The configuration is considered to be different when the major game ...
- Mon Aug 08, 2022 1:24 am
- Forum: Implemented mod requests
- Topic: Allow force color to be locked/set
- Replies: 4
- Views: 3587
Re: Allow force color to be locked/set
Yo!
This feature was added in version 1.1.64. Can a mod move this thread to the 'implemented' folder?
This feature was added in version 1.1.64. Can a mod move this thread to the 'implemented' folder?
- Sat Jul 24, 2021 10:14 pm
- Forum: Modding interface requests
- Topic: LuaEntity attributes to associate robots and their delivery destinations
- Replies: 10
- Views: 3646
Re: LuaEntity attributes to associate robots and their delivery destinations
I know this is engaging in massive thread-necromancy here but I too really would be interested in this API.
Thinking some way to:
1. Read current long-term destination entity (robot's target job). Write would be nice too, but admittedly the rules around this could be complex.
2. Read/write the ...
Thinking some way to:
1. Read current long-term destination entity (robot's target job). Write would be nice too, but admittedly the rules around this could be complex.
2. Read/write the ...
- Sun Feb 07, 2021 11:44 pm
- Forum: This Forum
- Topic: That feeling when it is 2am, there is no activity on the discord, and you are not motivated to grow the factory
- Replies: 3
- Views: 3210
Re: That feeling when it is 2am, there is no activity on the discord, and you are not motivated to grow the factory
Nah.Koub wrote: Sun Jan 17, 2021 9:12 am A viable alternative could be to just go to bed, have a sleep, and let the motivation renew itself overnight.

- Sun Feb 07, 2021 11:43 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 299
- Views: 211658
Re: Friday Facts #365 - Future plans
We want to make new things for Factorio because we like playing Factorio
This. I'm sure you already know this, but *this* is why you made such a great game. Certainly, it's not the *only* reason Factorio is so good, but you can tell that Factorio just screams "we have played this to death and ...
- Fri Feb 05, 2021 3:16 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 299
- Views: 211658
Re: Friday Facts #365 - Future plans
Hi Wube,
First off, I want to say that - like everyone here - I really think highly of y'all and what you've accomplished. So if you think an expansion is the right way to go from here, I am absolutely inclined to give you the benefit of the doubt and will be doing so. That being said, I felt I ...
First off, I want to say that - like everyone here - I really think highly of y'all and what you've accomplished. So if you think an expansion is the right way to go from here, I am absolutely inclined to give you the benefit of the doubt and will be doing so. That being said, I felt I ...