Search found 112 matches
- 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...
- 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
- 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');...
- 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
I don't think anyone should depend on this strange behavior since it's obviously a bug
- Sun Jul 02, 2017 8:32 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)
LuaControl
opened :: LuaItemStack [read]
opened :: LuaItemStack [read]
- 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...
- 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?
- 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 ...
- 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...
- Mon Jun 12, 2017 9:08 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)
- 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)
Use case: display an item name or just translated text next to the cursor (when draw_label_for_cursor_render is true)
- 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?
- 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...
- 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
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
- 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...
- 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?
- Fri May 26, 2017 7:10 pm
- Forum: Modding help
- Topic: Access direction of the cursor stack
- Replies: 4
- Views: 1780
- 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...
- 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?
- 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)