Search found 112 matches

by mickael9
Tue Jul 04, 2017 7:57 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [for 0.16] Item used to build an entity doesn't respect order
Replies: 3
Views: 1854

[Rseding] [for 0.16] Item used to build an entity doesn't respect order

This bug is about the way the game selects which item is needed for building a specific entity (eg, when placing a ghost). I already discussed this with Rseding91 on #factorio and was told that the game used the first item in the prototype sort order (group, subgroup, order key). Unfortunately, this...
by mickael9
Mon Jul 03, 2017 11:55 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 388517

Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

Here's a zip with the change
by mickael9
Mon Jul 03, 2017 4:50 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] item-with-inventory filters lost transferring the item
Replies: 1
Views: 1835

[Rseding91] item-with-inventory filters lost transferring the item

I have an item-with-inventory with filters set but when transferring it to the player inventory or placing it on the ground via script, the filters are cleared. Here are some test cases: /c p=game.player; s=p.cursor_stack; s.set_stack('item-with-inventory'); s.get_inventory(1).set_filter(1, 'pipe');...
by mickael9
Mon Jul 03, 2017 4:32 pm
Forum: Resolved Problems and Bugs
Topic: LuaItemStack::create_blueprint always includes tile ghosts
Replies: 2
Views: 2199

Re: LuaItemStack::create_blueprint always includes tile ghosts

Personally I would go with the change, unless there are other differences than just how tile ghosts are handled.
I don't think anyone should depend on this strange behavior since it's obviously a bug
by mickael9
Sun Jul 02, 2017 6:40 pm
Forum: Resolved Problems and Bugs
Topic: LuaItemStack::create_blueprint always includes tile ghosts
Replies: 2
Views: 2199

LuaItemStack::create_blueprint always includes tile ghosts

When using LuaItemStack::create_blueprint() with always_include_tiles = false , tile ghosts are always included in the resulting blueprint, even if the area contains other entities. This doesn't happen when creating a blueprint manually over the same area. Blueprint created via script: create_bluepr...
by mickael9
Fri Jun 30, 2017 6:50 pm
Forum: Modding discussion
Topic: [0.15] Mod setting/config interface - give your input
Replies: 203
Views: 62999

Re: [0.15] Mod setting/config interface - give your input

Any news on the localised combobox entries?
by mickael9
Fri Jun 30, 2017 6:43 pm
Forum: Implemented Suggestions
Topic: Group Mod controls by mod
Replies: 2
Views: 1526

Group Mod controls by mod

TL;DR Group controls by mod name in the Controls GUI much like settings are grouped in the Mod settings GUI What ? In the Controls GUI, Mods have their own tab but it can be difficult to tell which mod a control belongs to if there are many installed mods. Modders have to use more descriptive (and ...
by mickael9
Thu Jun 15, 2017 4:04 pm
Forum: Won't implement
Topic: Allow on_pre events to return false and abort the event
Replies: 7
Views: 3368

Re: Allow on_pre events to return false and abort the event

In case you didn't know, you can cancel an item placement by doing player.clean_cursor() in on_put_item (before on_built_entity gets raised). Of course the player won't have the item in hand anymore after this. Similarly, you can change what is being placed by changing the player's cursor_stack in o...
by mickael9
Mon Jun 12, 2017 12:40 am
Forum: Modding interface requests
Topic: Localisable item label?
Replies: 0
Views: 601

Localisable item label?

I'd like the ability to set an ItemWithLabel's label to a LocalisedString

Use case: display an item name or just translated text next to the cursor (when draw_label_for_cursor_render is true)
by mickael9
Sun Jun 11, 2017 10:08 pm
Forum: Modding help
Topic: Mod hotkeys: custom-input documentation please?
Replies: 5
Views: 3803

Re: Mod hotkeys: custom-input documentation please?

Can we pin this thread please?
by mickael9
Wed Jun 07, 2017 10:34 pm
Forum: Tools
Topic: Mod Portal Email Notifier [out of service]
Replies: 3
Views: 4078

Mod Portal Email Notifier [out of service]

The service is currently not working due to an update to the Factorio Mod Portal. The main functionality may come back in the future (messages from your & other's mods discussion threads and mod update notifications) but I can't promise you anything for now. I just created this service to addre...
by mickael9
Thu Jun 01, 2017 4:44 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 43479

Re: Simple property requests (something that exists but has no way to read/write it)

For curved rails:

LuaEntity::secondary_bounding_box
LuaEntityPrototype::secondary_collision_box

I'm also wondering why there is no secondary_selection_box in the curved rail's prototype since one can be seen with the debug view when "show-selection-rectangles" is checked
by mickael9
Thu Jun 01, 2017 4:36 pm
Forum: Modding interface requests
Topic: Find colliding entities
Replies: 0
Views: 595

Find colliding entities

I need to get a list of all entities that would collide with a newly-created entity (in order to deconstruct them before placing a new one). I also need to filter the resulting list to exclude things such as ghost entities or entities marked for deconstruction,. Right now, I use find_entities_filter...
by mickael9
Sun May 28, 2017 11:02 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202915

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

Did you research it?
by mickael9
Fri May 26, 2017 7:10 pm
Forum: Modding help
Topic: Access direction of the cursor stack
Replies: 4
Views: 1780

Re: Access direction of the cursor stack

Unfortunately, no.

See my request here: viewtopic.php?f=28&t=45815
by mickael9
Fri May 26, 2017 5:33 pm
Forum: Won't implement
Topic: Removal item requests
Replies: 1
Views: 1336

Removal item requests

As far as I know, the only way to ask for construction robots to take items from, say a wooden chest is to order its deconstruction. Can we add a way to order construction robots to take items from an entity (like they do when its deconstructed) with the ability to specify which items to take and in...
by mickael9
Thu May 25, 2017 11:23 pm
Forum: Implemented mod requests
Topic: LuaSurface::can_place_entity fast_replace ?
Replies: 0
Views: 652

LuaSurface::can_place_entity fast_replace ?

Can you add fast_replace argument to LuaSurface::can_place_entity so that it returns true if the entity can be fast-replaced instead of returning false?
by mickael9
Thu May 25, 2017 7:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.15] Attempt to use different prototype to traverse ...
Replies: 3
Views: 989

Re: [0.15] Attempt to use different prototype to traverse ...

Apparently not. Try loading the save (you can also see it was created in 0.15.13)

Go to advanced search