Search found 1520 matches

by sparr
Tue Jun 10, 2025 5:39 am
Forum: Modding interface requests
Topic: Alternative to build_from_cursor with same non-cursor-related features
Replies: 8
Views: 861

Alternative to build_from_cursor with same non-cursor-related features

I would like to be able to place an entity in the world with all the same non-cursor-related features and behaviors as build_from_cursor, such as build modes, fast replacing, placing necessary foundation and tile ghosts, adding to the undo stack, setting the last user, etc. I don't want to use build ...
by sparr
Tue Jun 10, 2025 5:30 am
Forum: Won't implement
Topic: Identify entities whose on_built_entity hasn't triggered yet
Replies: 9
Views: 799

Identify entities whose on_built_entity hasn't triggered yet

When a blueprint creates multiple entities, it seems like they are all created in the world, then on_built_entity is triggered for each of them. This means that while one on_built_entity is running, it can see in the world other entities whose on_built_entity hasn't run yet.

I'd like a way to check ...
by sparr
Tue Jun 10, 2025 4:18 am
Forum: Won't implement
Topic: LuaEntity.created_tick
Replies: 1
Views: 297

LuaEntity.created_tick

I specifically want to know whether an entity was created during the current tick, but more generally I'd like to know what tick each entity was created on. And I'd like access to that information when on_built_entity fires, for entities for which it hasn't fired yet.
by sparr
Tue Jun 10, 2025 2:31 am
Forum: Modding help
Topic: Placing pipes in response to placing underground pipes, a variety of roadblocks
Replies: 1
Views: 324

Placing pipes in response to placing underground pipes, a variety of roadblocks

https://mods.factorio.com/mod/automatic-underground-pipe-connectors

TL;DR: How can I reliably determine when to place concrete and/or ice platform under a new ghost or entity on Aquilo?

The goal of this mod is that when you place an underground pipe, a pipe gets placed automatically in situations ...
by sparr
Tue Jun 10, 2025 2:06 am
Forum: General discussion
Topic: I wish biters were justa bit more cunning
Replies: 10
Views: 1425

Re: I wish biters were justa bit more cunning

Good idea. I agree that just having a script produce some pollution would accomplish OP's stated goals.
by sparr
Thu Jun 05, 2025 4:46 pm
Forum: Implemented mod requests
Topic: force in LuaEntityDiedEventFilter
Replies: 1
Views: 435

force in LuaEntityDiedEventFilter

I'd like to be able to filter for entities on a particular force dying, rather than checking the force inside my event that fires for all entities dying.
by sparr
Wed Jun 04, 2025 9:00 pm
Forum: General discussion
Topic: I wish biters were justa bit more cunning
Replies: 10
Views: 1425

Re: I wish biters were justa bit more cunning

https://mods.factorio.com/mod/RampantFixed?from=search makes the biters a lot smarter. There are a few other mods that greatly enhance biter behavior as well, and add new types of biters (swimming, flying, tunneling, etc).
by sparr
Tue Jun 03, 2025 5:21 pm
Forum: Not a bug
Topic: [2.0.47] Building from cursor in on_built_entity causes game to forget underground pipe dragging status
Replies: 2
Views: 526

Re: [2.0.47] Building from cursor in on_built_entity causes game to forget underground pipe dragging status

A quick experiment suggests that having my event remove and re-build_from_cursor the original underground pipe produces good dragging behavior. I'll need to work around a lot of edge cases to make use of that, but it's probably better than giving up on build_from_cursor and going back to a pile of ...
by sparr
Mon Jun 02, 2025 11:21 pm
Forum: Modding interface requests
Topic: Write access to underground pipe/belt drag status
Replies: 1
Views: 363

Write access to underground pipe/belt drag status

I'd like to be able to, mid-drag, change which entity the game thinks was placed previously for the purposes of figuring out where to place the next underground pipe or belt.

See viewtopic.php?t=129192 for context.
by sparr
Mon Jun 02, 2025 5:07 pm
Forum: Not a bug
Topic: [2.0.47] Building from cursor in on_built_entity causes game to forget underground pipe dragging status
Replies: 2
Views: 526

[2.0.47] Building from cursor in on_built_entity causes game to forget underground pipe dragging status

script.on_event(defines.events.on_built_entity, function(event) game.players[event.player_index].build_from_cursor{position={event.entity.position.x,event.entity.position.y-1}} end, {{filter="type",type="pipe-to-ground"}}

1. Install the above mod
2. Place a horizontal row of entities that can't ...
by sparr
Sun Jun 01, 2025 7:01 pm
Forum: Modding interface requests
Topic: Event for wire connected/disconnected to entity
Replies: 23
Views: 6476

Re: Event for wire connected/disconnected to entity

The devs have explicitly rejected this and related ideas a few times on the forums and on Discord.

We just have to keep hoping they eventually change their minds. Maybe posting more use cases will help, as folks think up mods that could be done with this and can't reasonably be done without it.
by sparr
Fri May 30, 2025 3:50 pm
Forum: Ideas and Suggestions
Topic: Map search for items, not [just] recipes
Replies: 4
Views: 907

Re: Map search for items, not [just] recipes

Reiterating this as I am currently playing Pyanodons mods and I want to search for everywhere I'm producing various fluids.
by sparr
Fri May 30, 2025 2:23 pm
Forum: Documentation Improvement Requests
Topic: Pipe connection position rounding
Replies: 0
Views: 385

Pipe connection position rounding

I recently discovered that pyanodons mods define some tank entities with pipe connections that have small offsets from my expectations, +/- 0.4 or 0.7 from the usual centers of tiles. https://github.com/pyanodon/pyindustry/blob/687440864ddbc995ca784533b678fb6c351535b4/prototypes/buildings/fluid ...
by sparr
Thu May 29, 2025 10:39 pm
Forum: Modding help
Topic: Swapping inventory stack with cursor stack loses reserved inventory slot
Replies: 2
Views: 321

Re: Swapping inventory stack with cursor stack loses reserved inventory slot

It looks like the original location is still empty/available later in the same event, so I was able to save and restore hand_location around my cursor manipulations. thanks!
by sparr
Wed May 28, 2025 1:51 pm
Forum: Modding help
Topic: Swapping inventory stack with cursor stack loses reserved inventory slot
Replies: 2
Views: 321

Swapping inventory stack with cursor stack loses reserved inventory slot

I have a blueprint in my inventory. I click it, to put it in my cursor. The slot in my inventory now has a hand icon, reserved for the blueprint to return to. I click in the world to place the blueprint. At this point, my mod event triggers and it does some manipulation of the cursor item stack. The ...
by sparr
Sat May 24, 2025 3:11 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.47] Crash loading save with wrong mods (TargetedItems.cpp (42): registerRemove)
Replies: 1
Views: 1004

[2.0.47] Crash loading save with wrong mods (TargetedItems.cpp (42): registerRemove)

I attempted to load a Space Age save from 5 months ago (not sure the game version then) with Pyanodon's mods enabled and Space Age disabled. One of the loading progress bars appeared but then the game crashed out.

Attached are two saves a few hours(?) apart in my history, the earlier one doesn't ...
by sparr
Fri May 23, 2025 3:28 pm
Forum: Ideas and Suggestions
Topic: Add setting to hide unresearched items/recipes in factoriopdia
Replies: 31
Views: 4901

Re: Add setting to hide unresearched items/recipes in factoriopdia

Dev locked the bug report because *some* of the interfaces show non-item signals/etc, without addressing the factoriopedia :(
by sparr
Sun Dec 22, 2024 12:29 pm
Forum: Balancing
Topic: Adjust resource frequency for ribbon worlds
Replies: 6
Views: 1320

Re: Adjust resource frequency for ribbon worlds

In addition to frequency, it would probably make sense so ensure the starting resources appear in the starting area on each planet on a ribbon world. I endorse this addition to my feature request.
by sparr
Thu Dec 12, 2024 2:40 am
Forum: Ideas and Suggestions
Topic: Additional conventional UX for text-box GUI element cursor movement and selection
Replies: 5
Views: 596

Re: Additional conventional UX for text-box GUI element cursor movement and selection

MacOS doesn't have system-level standards for this sort of cursor behavior. It was one of the worst parts of using the OS for me. There are 3-5 different common key combinations that move to the beginning of the line or top of the document (and the latter has no shortcut in many places), and no way ...
by sparr
Wed Dec 11, 2024 10:23 pm
Forum: Ideas and Suggestions
Topic: Additional conventional UX for text-box GUI element cursor movement and selection
Replies: 5
Views: 596

Re: Additional conventional UX for text-box GUI element cursor movement and selection

What Muche said.

Also, the specific keys aren't really important. I'd expect them to be configurable keybinds, or at least OS-specific, and I could get used to emacs or vi keybinds instead if necessary. The real request here is to have the functionality at all.

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