Search found 61 matches

by meifray
Sat Nov 06, 2021 8:00 am
Forum: Implemented mod requests
Topic: LuaEntityPrototype.stack_size_bonus :: uint32
Replies: 5
Views: 2143

LuaEntityPrototype.stack_size_bonus :: uint32

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
by meifray
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...
by meifray
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...
by meifray
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...
by meifray
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...
by meifray
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...
by meifray
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...
by meifray
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 ...
by meifray
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 ...
by meifray
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...
by meifray
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...
by meifray
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.
by meifray
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?
by meifray
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".
by meifray
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 ...
by meifray
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.
by meifray
Sun Oct 24, 2021 3:27 pm
Forum: Modding interface requests
Topic: API: Add PrototypeFilter for type="signal"
Replies: 3
Views: 1999

Re: API: Add PrototypeFilter for type="signal"

and this is why Improved Combinator just faked the signal selection screen himself.


guimeme.png
guimeme.png (447.3 KiB) Viewed 1931 times
by meifray
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.
by meifray
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?
by meifray
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...

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