why? cause it doesn`t there,which make know current inserter capacity with this value really hard.
discussion from here:
viewtopic.php?f=25&p=555924
Search found 61 matches
- Sat Nov 06, 2021 8:00 am
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype.stack_size_bonus :: uint32
- Replies: 5
- Views: 2143
- Fri Nov 05, 2021 6:17 pm
- Forum: Modding help
- Topic: How to get inserter's current stack_size_bonus?
- Replies: 12
- Views: 2316
Re: How to get inserter's current hand size?
Don't think so. The override is just that, the override, not the maximum. You should check the stack property and then the relevant bonus in the force if I understand Silari right. well,if I have a super stack inserter that has base hand size 50,and can be benefit from stack inserter bonus(assume I...
- Fri Nov 05, 2021 6:13 pm
- Forum: Modding help
- Topic: Connecting entities by copper wire but not autoconnect to power poles
- Replies: 14
- Views: 3024
Re: Connecting entities by copper wire but not autoconnect to power poles
If I place two entities on each side of the base and they automatically connect to existing power poles with a copper wire then there is a near unity chance they end up being connected by copper wire. That must not happen. I only want connections placed manually by the player or by blueprints. If I...
- Fri Nov 05, 2021 5:55 pm
- Forum: Modding help
- Topic: How to get inserter's current stack_size_bonus?
- Replies: 12
- Views: 2316
Re: How to get inserter's current hand size?
Don't think so. The override is just that, the override, not the maximum. You should check the stack property and then the relevant bonus in the force if I understand Silari right. well,if I have a super stack inserter that has base hand size 50,and can be benefit from stack inserter bonus(assume I...
- Fri Nov 05, 2021 6:03 am
- Forum: Modding help
- Topic: How to get inserter's current stack_size_bonus?
- Replies: 12
- Views: 2316
Re: How to get inserter's current hand size?
If you mean what the stack size of an inserter is currently restricted to, it's at https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.inserter_stack_size_override https://lua-api.factorio.com/latest/LuaControlBehavior.html#LuaInserterControlBehavior has the functions to see if it's set to...
- Fri Nov 05, 2021 2:10 am
- Forum: Modding help
- Topic: How to get inserter's current stack_size_bonus?
- Replies: 12
- Views: 2316
How to get inserter's current stack_size_bonus?
like I do can access to inserter capacity bonus in LuaForce,but I cannot get hand_sizestack_size_bonus in prototype,but we do have stack to indicate which bonus its apply to tho...
- Wed Nov 03, 2021 8:40 am
- Forum: Modding help
- Topic: how to use capsule in certain location?
- Replies: 5
- Views: 1287
Re: how to use capsule in certain location?
my goal is release capsule by entity or combination of entities,not necessary a player who playing the game. Xterminator spotlighted a mod called Renai Transportation (https://mods.factorio.com/mod/RenaiTransportation). Link is here: https://youtu.be/hHCDSJsDH74?t=1016 (Starting at 16:56). And ther...
- Tue Nov 02, 2021 7:00 pm
- Forum: Modding help
- Topic: Electric Network without visible wire
- Replies: 4
- Views: 1165
Re: Electric Network without visible wire
I would like an entity to have electric network transport properties (similar to power poles) but without visible copper wire connections. Currently I spawn a custom electric pole to get connectivity to the electric network. However as the default wires have the curved drawing it's getting kind of ...
- Tue Nov 02, 2021 6:56 pm
- Forum: Modding help
- Topic: how to use capsule in certain location?
- Replies: 5
- Views: 1287
Re: how to use capsule in certain location?
You can spawn the projectile form of a capsule using LUASurface.create_entity - should also work for guns that use projectiles. If you want to target an arbitrary position on the ground instead of an entity, you can just set an arbitrary target but give a speed and max_range of 0 - this'll make it ...
- Tue Nov 02, 2021 1:06 pm
- Forum: Modding help
- Topic: Electric Network without visible wire
- Replies: 4
- Views: 1165
Re: Electric Network without visible wire
I think short answer is "no", but I recently acknowledge something from honktown, it is wire can connect across surfaces,if I guess right,maybe the wire across surface wont be draw? so long answer here is "idk",but you can still wait for bit,and someone with more experience might...
- Tue Nov 02, 2021 8:29 am
- Forum: Modding help
- Topic: how to use capsule in certain location?
- Replies: 5
- Views: 1287
how to use capsule in certain location?
how to script it,as far as I know,I can only read item prototype to know what action when capsule is throw will activate,then fake it... if only we can just have itemstack.use_capsule(position[,surface])->bool then the thing just will be much easier, and maybe same thing can apply to ammo and gun...
- Mon Nov 01, 2021 4:23 am
- Forum: Modding interface requests
- Topic: New prototype request: filterable-selection-tool
- Replies: 3
- Views: 862
Re: New prototype request: filterable-selection-tool
I think deconstruction tool+event handling might do the work,but I also think if we can split it into different item type will be better.
- Fri Oct 29, 2021 8:40 pm
- Forum: Modding help
- Topic: How to find logistic cell by its owner entity?
- Replies: 1
- Views: 750
How to find logistic cell by its owner entity?
like I now have a car,and its grid have a personal roboport,how should I find its logistic cell?
do I have to go search the surface its on,then search the logistic networks then search cell by position?
and what is purpose of logistic radius in logistic cell?
do I have to go search the surface its on,then search the logistic networks then search cell by position?
and what is purpose of logistic radius in logistic cell?
- Wed Oct 27, 2021 9:29 am
- Forum: Gameplay Help
- Topic: Where is the mods-folder / the game-files?
- Replies: 2
- Views: 75533
Re: Where is the mods-folder / the game-files?
for the record,the game itself also have 2 "mod" defines vanilla recipe and more,but these mod are in the folder "data".
- Sun Oct 24, 2021 3:44 pm
- Forum: Modding interface requests
- Topic: Allow energy_source = "void" for cars, trains and personal equipments
- Replies: 5
- Views: 1497
Re: Allow energy_source = "void" for cars, trains and personal equipments
I would also like to request this. Although the personal fusion reactor already produces power for free, I would like to specify a specific equipment to receive energy rather than any equipment in the grid. this can be done by set input_flow_limit output_flow_limit to 0 in these equipment ,and use ...
- Sun Oct 24, 2021 3:37 pm
- Forum: Modding interface requests
- Topic: Don't let robots take only-in-cursor items
- Replies: 1
- Views: 816
Re: Don't let robots take only-in-cursor items
I think the item in the cursor should really be protected,cause the thing you are already holding are probably important for thing you are currently working on,
I think instead only apply it on item with that flag,it should apply to all item.
I think instead only apply it on item with that flag,it should apply to all item.
- Sun Oct 24, 2021 3:27 pm
- Forum: Modding interface requests
- Topic: API: Add PrototypeFilter for type="signal"
- Replies: 3
- Views: 1999
- Fri Oct 22, 2021 6:11 pm
- Forum: Modding interface requests
- Topic: LuaPlayer.minimap_position:: Position [Read-only]
- Replies: 0
- Views: 464
LuaPlayer.minimap_position:: Position [Read-only]
why?
becuase in current system we cannot get this data despite we can open_map at certain position.
I think maybe this can be LuaPlayer.position when LuaPlayer.minimap_enabled is false.
becuase in current system we cannot get this data despite we can open_map at certain position.
I think maybe this can be LuaPlayer.position when LuaPlayer.minimap_enabled is false.
- Sun Oct 17, 2021 4:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.42] LuaItemStack - get_tile_filter issue
- Replies: 3
- Views: 2338
Re: LuaItemStack - get_tile_filter issue
checked,I think it is a bug,maybe you can post it in bug report?
- Fri Sep 10, 2021 5:11 pm
- Forum: Not a bug
- Topic: [1.1.39] Copying recepie into requester chest causing too big request
- Replies: 2
- Views: 770
Re: [1.1.39] Copying recepie into requester chest causing too big request
I think it may be more complicated than I think...... I was thouhgt it just be a number problem,but I keep thinking about the ratio of item to the stacks in the chest are not always lining up,and reduce the buffer amount in requester may make modded game not so great ( like if a recipe use a lots of...