Search found 1360 matches

by sparr
Sat Dec 09, 2023 9:49 pm
Forum: Resolved Requests
Topic: Specify meaning of alternative numbered key "tuple"s for struct types
Replies: 4
Views: 976

Re: Specify meaning of alternative numbered key "tuple"s for struct types

I understand the order answer for the second example, but not for the first. Do you mean that a tuple that takes one string and one number will always be the first string and first number in the sorted fields?
by sparr
Sat Dec 09, 2023 9:48 pm
Forum: Documentation Improvement Requests
Topic: Indicate unique fields or combinations of fields
Replies: 0
Views: 361

Indicate unique fields or combinations of fields

I think that prototype type and prototype name form a unique key. If so, it would be helpful to have that called out in the API docs, ditto for other similar unique single fields or combinations of types/fields.
by sparr
Wed Nov 15, 2023 3:29 am
Forum: Resolved Requests
Topic: Specify meaning of alternative numbered key "tuple"s for struct types
Replies: 4
Views: 976

Specify meaning of alternative numbered key "tuple"s for struct types

ItemProductPrototype :: struct or {ItemID, uint16} https://lua-api.factorio.com/latest/types/ItemProductPrototype.html When using the `{ItemID, uint16}` version, what does the second value represent? In this case I think it's `amount`, but that's not specified anywhere in the docs. SpawnPoint :: st...
by sparr
Sat Nov 11, 2023 2:02 am
Forum: Won't implement
Topic: LuaCircuitNetwork.update() and LuaControlBehavior.update() to manually trigger the normal per-tick updates
Replies: 1
Views: 608

LuaCircuitNetwork.update() and LuaControlBehavior.update() to manually trigger the normal per-tick updates

I would like to implement the behavior described in https://forums.factorio.com/viewtopic.php?f=6&t=109643 as a mod. To do so, I need to be able to trigger updates of control behaviors and circuit networks. A method to update all circuit networks would work, but be wasteful compared to one to up...
by sparr
Sat Nov 11, 2023 2:00 am
Forum: Outdated/Not implemented
Topic: Quality combinators calculate multiple times per tick
Replies: 2
Views: 758

Quality combinators calculate multiple times per tick

TL;DR Instead of one operation per tick, quality combinators could run faster. What ? Currently every combinator runs one operation per tick. My idea is for combinators with higher than normal quality to run multiple iterations of their assigned operation. Adding a single such combinator would have...
by sparr
Thu Nov 09, 2023 2:10 pm
Forum: Ideas and Suggestions
Topic: Allow rail signals closer together
Replies: 41
Views: 10273

Re: Allow rail signals closer together

Placing two signals adjacent that DON'T produce distinct rail block break locations would be a different use case. Perhaps that would still be illegal. Perhaps it would produce a zero-length block. Perhaps it would be handled as a new case. This is the case that's more relevant to tiling blueprint c...
by sparr
Thu Nov 09, 2023 2:09 pm
Forum: Ideas and Suggestions
Topic: Allow rail signals closer together
Replies: 41
Views: 10273

Re: Allow rail signals closer together

factorio_signals_too_close.png
factorio_signals_too_close.png (331.08 KiB) Viewed 372 times
Here we have two signals on the top rail that produce distinct breaks in the rail blocks.

The signals on the middle and bottom rail produce the same breaks, but aren't allowed to be placed on the same rail.
by sparr
Thu Nov 09, 2023 2:05 pm
Forum: Ideas and Suggestions
Topic: Allow rail signals closer together
Replies: 41
Views: 10273

Re: Allow rail signals closer together

Double-necro. With all the rail changes coming in 2.0, including new curves with new signal placement positions including some funky ones, maybe there's a chance...
by sparr
Thu Nov 09, 2023 1:58 pm
Forum: Implemented in 2.0
Topic: improve train block overlay: add directions
Replies: 57
Views: 16104

Re: improve train block overlay: add directions

Implemented in 2.0?
by sparr
Thu Nov 09, 2023 1:54 pm
Forum: Ideas and Suggestions
Topic: Keyboard GUI navigation
Replies: 0
Views: 341

Keyboard GUI navigation

TL;DR Use arrow keys, tab, and enter to navigate the GUI, especially menus. What ? I would like to be able to select and activate menu buttons (new game, options, etc) with the keyboard (arrows, enter). For more complex GUIs, I'd like to be able to cycle through the interactive (clickable?) element...
by sparr
Mon Nov 06, 2023 1:38 pm
Forum: Questions, reviews and ratings
Topic: Remove decorations is not working as I want.
Replies: 9
Views: 1584

Re: Remove decorations is not working as I want.

It's hard to tell from all the screenshots what exactly you're referring to. Can you highlight one of the problematic things?
by sparr
Fri Nov 03, 2023 6:50 pm
Forum: Modding help
Topic: Allow beacons-like machine to give an effect without any modules in it to surrounding machines
Replies: 6
Views: 987

Re: Allow beacons-like machine to give an effect without any modules in it to surrounding machines

You would need to register event handlers for when the visible entity gets built, and create the invisible entity. And when the visible entity is destroyed/mined, remove the invisible entity. Configuring the invisible entity could happen when they player opens the GUI for the visible entity, just cr...
by sparr
Fri Nov 03, 2023 3:43 am
Forum: Modding help
Topic: Allow beacons-like machine to give an effect without any modules in it to surrounding machines
Replies: 6
Views: 987

Re: Allow beacons-like machine to give an effect without any modules in it to surrounding machines

I'm not sure about negative effects, but a common way to achieve the other sort of behavior you're describing is to have a visible dummy entity, and then an invisible entity that does the real work, which would be a beacon with a module in it, all handled transparently by the mod so the player only ...
by sparr
Fri Nov 03, 2023 1:44 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 302
Views: 186669

Re: 3 and 4 way intersections

Since ramps are coming this topic is dead. There are no reason to design any intersections again, just these simple ramps and mergers. That's not true at all. Ramps are huge. Just a ramp up, over one rail, and back down is 34 tiles long. The smallest useful intersection you can make with ramps is a...
by sparr
Thu Nov 02, 2023 5:36 pm
Forum: Development tools
Topic: Workaround for broken mouse click functionality when debugging Factorio in a mouse event
Replies: 2
Views: 1159

Workaround for broken mouse click functionality when debugging Factorio in a mouse event

I was using the modding toolkit debugger with a breakpoint that triggered when I clicked on something in-game. This left my mouse clicks captured by factorio, so I couldn't click on anything anywhere else while other mouse and keyboard functionality worked fine. https://unix.stackexchange.com/a/6225...
by sparr
Thu Nov 02, 2023 3:47 pm
Forum: Not a bug
Topic: [1.1.94] factorio binary looks for steam_appid.txt in working directory only
Replies: 3
Views: 876

[1.1.94] factorio binary looks for steam_appid.txt in working directory only

I have steam_appid.txt in the same directory as my factorio binary, which is sufficient to get the factorio modding toolkit vscode extension working. However, when I run the binary directly, I still get the behavior where it relaunches the game. If I change my working directory to where the binary i...
by sparr
Wed Nov 01, 2023 9:53 pm
Forum: Documentation Improvement Requests
Topic: Documentation associating EntityPrototype::build_grid_size and LuaEntityPrototype.building_grid_bit_shift
Replies: 0
Views: 373

Documentation associating EntityPrototype::build_grid_size and LuaEntityPrototype.building_grid_bit_shift

I need to know if an entity should be treated like rails for placement purposes due to having a build_grid_size of 2 instead of 1. I found LuaEntityPrototype.building_grid_bit_shift and it sounds and looks like it's the log2 (plus one) of build_grid_size, but the docs aren't quite clear on that, and...
by sparr
Wed Nov 01, 2023 9:33 pm
Forum: Modding interface requests
Topic: LuaEntity.clone{direction=...}
Replies: 1
Views: 698

Re: LuaEntity.clone{direction=...}

I'm working on this mod again and still hoping for this functionality.
by sparr
Wed Nov 01, 2023 3:08 pm
Forum: Won't fix.
Topic: [1.1.94] Entity build_grid_size produces unexpected results for bigger entities
Replies: 2
Views: 729

Re: [1.1.94] Entity build_grid_size produces unexpected results for bigger entities

If the 2.0 ramp entity had been 14 or 18 tiles wide instead of 16, I suspect a dev would have encountered this bug.

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