Search found 31 matches

by aaron311
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 ...
by aaron311
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 ...
by aaron311
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 ...
by aaron311
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.
by aaron311
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 ...
by aaron311
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 ...
by aaron311
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!
by aaron311
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 ...
by aaron311
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 ...
by aaron311
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 ...
by aaron311
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 ...
by aaron311
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 ...
by aaron311
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.
by aaron311
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 ...
by aaron311
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?
by aaron311
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 ...
by aaron311
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

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.
Nah.

:mrgreen:
by aaron311
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 ...
by aaron311
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 ...

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