Search found 1360 matches

by sparr
Sat Sep 14, 2024 5:39 pm
Forum: Modding interface requests
Topic: LuaSurface.set_tiles parameter to offset tile positions
Replies: 2
Views: 177

LuaSurface.set_tiles parameter to offset tile positions

I have a block of tiles that I want to place copies of multiple places in the world. I'd like to initialize the definition of those tiles just once, then call set_tiles with a MapPosition that will get added to the positions of all of the tiles in my block. Currently I am doing this which saves time...
by sparr
Sat Sep 14, 2024 5:09 pm
Forum: Documentation Improvement Requests
Topic: Indicate existence of CollisionMaskLayer layer-13 etc in json structure
Replies: 3
Views: 283

Indicate existence of CollisionMaskLayer layer-13 etc in json structure

Currently the json api docs definition of CollisionMaskLayer only mentions layer-13 through layer-55 in the description, which makes them unknown to tools like the factorio modding toolkit.

I would like to see them in the json type options, even if they are flagged as distinct in some way.
by sparr
Sat Sep 14, 2024 3:33 pm
Forum: Documentation Improvement Requests
Topic: Move LuaControl / LuaPlayer / Character api note to json field like subclasses
Replies: 0
Views: 77

Move LuaControl / LuaPlayer / Character api note to json field like subclasses

Many fields and methods of LuaControl have "When called on a LuaPlayer, it must be associated with a character (see LuaPlayer::character)." literally contained in their description. I am requesting that this instead be represented by a field in the json, similar to how the subclasses field...
by sparr
Wed Sep 11, 2024 1:48 am
Forum: Documentation Improvement Requests
Topic: mod settings prototypes in the json docs
Replies: 0
Views: 126

mod settings prototypes in the json docs

The Factorio Modding Toolkit can't type check mod settings like this: { type = "int-setting", name = "my-mod-setting", setting_type = "runtime-per-user", default_value = -1, minimum_value = -1, maximum_value = 7, } Seemingly because prototype-api.json doesn't have a typ...
by sparr
Wed Sep 04, 2024 4:51 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 302
Views: 186794

Re: 3 and 4 way intersections

Jouster500 wrote:
Mon Aug 26, 2024 1:45 am
"Inverted Diamond", "Inside Roundabout" ("In-and-about?" Not 100% on the name yet)
This is rectangular instead of square to get the shared diagonal signals to line up?
by sparr
Sat Aug 17, 2024 11:55 am
Forum: Won't implement
Topic: moving/stalled state of a belt transport line
Replies: 6
Views: 1398

Re: moving/stalled state of a belt transport line

It sounds like the active flag will be partially helpful. I'll still need to check belt contents manually, but I won't have to check as many of them.
by sparr
Mon Jul 01, 2024 10:43 am
Forum: Modding interface requests
Topic: Some identifier linking mined entity events with mined item events
Replies: 18
Views: 2190

Re: Some identifier linking mined entity events with mined item events

How can I handle the situation where an entity gets moved, like with Picker Dollies or another mod or script?
by sparr
Tue Jun 25, 2024 4:58 pm
Forum: Modding interface requests
Topic: Some identifier linking mined entity events with mined item events
Replies: 18
Views: 2190

Re: Some identifier linking mined entity events with mined item events

Sorry, I meant on_player_mined_entity, which fires right before the entity is destroyed. So, using on_entity_destroyed, I could register every belt, and keep a table of their locations, then when one is destroyed I'd know where it was previously located? That's a good idea. A lot of data storage tha...
by sparr
Sat Jun 22, 2024 2:53 am
Forum: Modding interface requests
Topic: Some identifier linking mined entity events with mined item events
Replies: 18
Views: 2190

Re: Some identifier linking mined entity events with mined item events

This is for https://mods.factorio.com/mod/belt-overflow When a belt is destroyed, I need to recalculate whether any nearby belts might now be places items could back up. All of my calculations for that depend on the destroyed belt being gone, but it isn't when the destroyed event happens, and it is ...
by sparr
Fri May 17, 2024 5:00 pm
Forum: Modding interface requests
Topic: Some identifier linking mined entity events with mined item events
Replies: 18
Views: 2190

Re: Some identifier linking mined entity events with mined item events

To be clear, my "real goal" here is to be able to identify what entity was just destroyed as soon as possible after the entity gets destroyed.
by sparr
Tue May 07, 2024 3:19 pm
Forum: Modding interface requests
Topic: Some identifier linking mined entity events with mined item events
Replies: 18
Views: 2190

Re: Some identifier linking mined entity events with mined item events

Are you suggesting that when I mine two entities in the same tick I will always get the mined entity event for one, then the mined item event for the same one, then the mined entity event for the other, then the mined item event for the other? I'm not sure how to test this assumption; experiments wo...
by sparr
Thu May 02, 2024 6:17 pm
Forum: Won't implement
Topic: Requesting O(1) lookup of entities by type or name
Replies: 10
Views: 3861

Re: Requesting O(1) lookup of entities by type or name

Still wishing for this feature. It would simplify so many mods, and eliminate bugs in a lot of them.
by sparr
Thu May 02, 2024 6:12 pm
Forum: Modding interface requests
Topic: Some identifier linking mined entity events with mined item events
Replies: 18
Views: 2190

Re: Some identifier linking mined entity events with mined item events

Yes, but when that event fires the entity is still in the world, so none of my checks are valid yet. I need to run my checks after the entity is destroyed, and on_player_mined_item seems to be the only event that triggers at that point.
by sparr
Tue Feb 27, 2024 6:08 pm
Forum: General discussion
Topic: Quality level names poll
Replies: 92
Views: 13725

Re: Quality level names poll

I want five names with sequential starting letters, preferably not starting at A or ending at Z to allow for expansion later.

Common
D
Enhanced
Fine
Great


Normal
Optimized
Pristine
Q
Refined

etc
by sparr
Tue Feb 27, 2024 6:05 pm
Forum: Ideas and Suggestions
Topic: Train scheduling 2.0
Replies: 6
Views: 912

Re: Train scheduling 2.0

FYI you can overlap train stations already. I do this in some of my tiny rail grid factories. Put 3 stops on the same rail right next to each other. Name them "Iron Dropoff" "Stone Dropoff" etc. Then line the track with inserters to unload all the possible wagon locations. Balanc...
by sparr
Mon Feb 05, 2024 2:27 am
Forum: Questions, reviews and ratings
Topic: Train Mods Roundup
Replies: 5
Views: 14877

Re: Train Mods Roundup

I'm making a Fast Trains mod. will you are it here when I am done with it and it has been uploaded to the mod portal? Probably not. This list covers mostly mods that provide new UI and gameplay mechanics. There are far too many mods that just modify/add train entities to ever cover with a writeup l...
by sparr
Fri Jan 19, 2024 7:10 am
Forum: Ideas and Suggestions
Topic: Make inserter speeds simpler (for 2.0?)
Replies: 3
Views: 661

Re: Make inserter speeds simpler (for 2.0?)

Rseding91 wrote:
Fri Jan 19, 2024 1:24 am
The thing is… inserter speeds don’t have any meaning except “it’s fast enough” or “it’s not so add more inserters.”
Plenty of players like to make ratio-perfect builds where possible. Some of them include inserters in those calculations.
by sparr
Tue Jan 16, 2024 4:23 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 234
Views: 62278

Re: Friday Facts #393 - Putting things on top of other things

Unknow0059 wrote:
Tue Jan 16, 2024 2:39 pm
This is cool, but someone bothered to add colors to items in belts so their movement is easier to see, but no one stopped the belts from animating for stopped belts?
My kingdom for a way to detect when a belt is stopped!
by sparr
Fri Dec 29, 2023 5:33 pm
Forum: Gameplay Help
Topic: Is a train junction parallel multiplexer possible?
Replies: 7
Views: 1262

Re: Is a train junction parallel multiplexer possible?

It's easy to avoid collisions, by having chain signals prior to the junction, and rail signals after the junction. That "locks" the junction itself, for one train at a time. The question is: is it possible to build a MUX junction, that multiple trains can use simultaneously (assuming they...
by sparr
Tue Dec 26, 2023 2:20 am
Forum: Documentation Improvement Requests
Topic: Add scenarios to factorio-data git repo
Replies: 0
Views: 402

Add scenarios to factorio-data git repo

I found myself asking when the pvp scenario was added and when certain parts of it were changed, then discovered that https://github.com/wube/factorio-data/tree/master/base only has migrations and prototypes. It would be nice if scenarios were tracked there as well. campaigns and tutorials would be ...

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