Search found 1360 matches
- 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?
- 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.
- 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...
- 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...
- 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- Forum: Outdated/Not implemented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...
- 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...
- 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
The signals on the middle and bottom rail produce the same breaks, but aren't allowed to be placed on the same rail.
- 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...
- 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?
- 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...
- 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?
- 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...
- 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 ...
- 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...
- 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...
- Thu Nov 02, 2023 3:50 pm
- Forum: Not a bug
- Topic: [1.1.94] factorio binary looks for steam_appid.txt in working directory only
- Replies: 3
- Views: 876
Re: [1.1.94] factorio binary looks for steam_appid.txt in working directory only
Per https://partner.steamgames.com/doc/sdk/ ... amAPI_Init this may be a Steam problem.
- 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...
- 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...
- 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.
- 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.