Search found 5206 matches

by eradicator
Fri Aug 13, 2021 9:12 pm
Forum: Ideas and Requests For Mods
Topic: time slasher mod
Replies: 7
Views: 1907

Re: time slasher mod

The factorio solution to everything is: build more of it. How many labs do you have? Try building 10 times that (at least 50 if this is your first factory). Unless you have a really huge factory the labs are unlikely to be the limiting factor.
by eradicator
Fri Aug 13, 2021 9:06 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 416
Views: 249570

Re: Performance optimization - post your saves

Not sure if this counts as "performance", but it seems to be the best fit thread on the forum. I've noticed that the mere existance of a lot of prototypes seems to slow down data stage loading of all subsequent mods. I've also noticed that at runtime the name list for Prototype/Entity.addi...
by eradicator
Fri Aug 13, 2021 8:48 pm
Forum: Won't fix.
Topic: Crash Inventory::getItemCount when saving lua methods to global
Replies: 10
Views: 2718

Crash Inventory::getItemCount when saving lua methods to global

Reproduction This prints "0" to the console 10 times, then crashes. /c local p = game.player global.x = p.surface.create_entity{ name = 'steel-chest', position = p.position, force = p.force, } global.f = global.x.get_inventory(defines.inventory.chest).get_item_count script.on_event(define...
by eradicator
Fri Aug 13, 2021 8:30 pm
Forum: Modding interface requests
Topic: LuaGuiElement.drag_target for relative gui elements.
Replies: 1
Views: 739

LuaGuiElement.drag_target for relative gui elements.

The circuit connector side-panel drag handle can be used to drag the main window, I would like to mimic this for modded side-panels. According to one of the FFFs the gui is being worked on again for "the addon", so maybe this could be shoved in somewhere? I'm not in a hurry.

WIP
WIP
draghandle.png (233.24 KiB) Viewed 739 times
by eradicator
Fri Aug 13, 2021 8:24 pm
Forum: Already exists
Topic: Read access to LuaEntityPrototype.max_logistic_slots
Replies: 5
Views: 2080

Read access to LuaEntityPrototype.max_logistic_slots

I can see it in the prototype explorer but can't read it from the API. LuaEntity.filter_slot_count isn't an option because I need to know the maximum number of possible filters (which can be infinite).
by eradicator
Fri Aug 13, 2021 8:18 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 86066

Re: Small documentation improvement requests

Prototype/Entity#additional_pastable_entities does not specify if it takes an array of prototype.name or prototype.type (by trial an error it is - counterintuitively - name).

-> Thanks, fixed and example added.
by eradicator
Fri Aug 13, 2021 8:16 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.35] Partially used ammunition stacks do not combine in player inventory
Replies: 4
Views: 6262

Re: [Rseding91] [1.1.35] Partially used ammunition stacks do not combine in player inventory

Thanks for the report. It's now fixed for the next release. Kinda off topic maybe: I noticed that LuaInventory.remove{name =, count = } also ignores the .ammo value (1.5 - 1 = 1), even though LuaInventory.insert works as expected (0.5 + 1 = 1.5). Is that in any way related? Or is that intended beha...
by eradicator
Thu Aug 05, 2021 4:40 pm
Forum: Gameplay Help
Topic: Where does it go?
Replies: 2
Views: 980

Re: Where does it go?

DaddioMark wrote:
Thu Aug 05, 2021 3:35 pm
surely not into research or may i am misssing something.
Yes into research. Watch for the infinite technologies that are marked "1 - ∞" or similar. Things like robot speed, weapon damage, etc.
by eradicator
Thu Aug 05, 2021 4:37 pm
Forum: Ideas and Requests For Mods
Topic: Personal request: How to remove Coronal Mass Ejections from the Space Exploration mod
Replies: 12
Views: 3780

Re: Personal request: How to remove Coronal Mass Ejections from the Space Exploration mod

Had I known that existed I'd have mentioned it. Have a little confidence in the old guys when they tell you you're doing it wrong ;). why? you talk about things you don't understand. That was a little rude... But true enough. Misquoting unrelated parts of a post together isn't "true". It'...
by eradicator
Wed Aug 04, 2021 3:56 pm
Forum: Modding help
Topic: Copy-paste entity settings for EEI
Replies: 9
Views: 2309

Re: Copy-paste entity settings for EEI

For future readers: You can use the on_entity_settings_pasted event to implement custom behavior. on_entity_settings_pasted is inconsistent, which is why this thread exists. The event does not trigger for an electric-energy-interface with no gui. Apologies. I thought the thread was about the EEI no...
by eradicator
Wed Aug 04, 2021 10:52 am
Forum: Modding help
Topic: Copy-paste entity settings for EEI
Replies: 9
Views: 2309

Re: Copy-paste entity settings for EEI

For future readers: You can use the on_entity_settings_pasted event to implement custom behavior.
by eradicator
Wed Aug 04, 2021 10:46 am
Forum: Ideas and Requests For Mods
Topic: Personal request: How to remove Coronal Mass Ejections from the Space Exploration mod
Replies: 12
Views: 3780

Re: Personal request: How to remove Coronal Mass Ejections from the Space Exploration mod

I wasn't going to butcher it, I was actually going to try my best to modify as few bits of the mod as possible. And as for my choice, I really don't know how to code so I'd need someone who knows the mod to walk me through the process so that I DIDN'T butcher it! And who knows the mod better than t...
by eradicator
Tue Aug 03, 2021 11:59 am
Forum: Ideas and Requests For Mods
Topic: Personal request: How to remove Coronal Mass Ejections from the Space Exploration mod
Replies: 12
Views: 3780

Re: Personal request: How to remove Coronal Mass Ejections from the Space Exploration mod

I'm asking them to assist me in rewriting whatever they've done so that CMEs are replaced with something that doesn't require absurd amounts of power to defend myself from. Asking the original auhor to help you butcher their mod. Interesting choice. Also Earendel is particular restrictive about bal...
by eradicator
Mon Aug 02, 2021 4:25 pm
Forum: Implemented for 2.0
Topic: A method to detect changes in player language in Singleplayer.
Replies: 8
Views: 2169

Re: A method to detect changes in player language in Singleplayer.

@Raiguard Imho this is getting off topic. TL;DR: I'd very much like to fix the edge case properly so I made a request hoping that it's an easy enhancement. If devs decide it's too edgy/not simple enough then I'll have to start on-tick-polling. I've added a comment to the opening post. which is what ...
by eradicator
Mon Aug 02, 2021 2:45 pm
Forum: Modding help
Topic: Finer control of inserter pickup from belts
Replies: 7
Views: 1689

Re: Finer control of inserter pickup from belts

After looking into it, it seems both Miniloaders and Editor Extensions use the same offset of +/-0.25 as I am. This isn't an issue for EE because they just load into a deleting infinity chest so never have a lane back up. I imagine with Miniloaders if a machine just needs a few items then it'll pul...
by eradicator
Mon Aug 02, 2021 12:10 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 86066

Re: Small documentation improvement requests

LuaEntityPrototype.logistic_mode would benefit from a list of possible values. I.e. to know if it's "request" or "requester" etc, and especially the "none" value for non-logistic infinity containers.

-> Sure. Added for the next release.
by eradicator
Mon Aug 02, 2021 11:14 am
Forum: Implemented for 2.0
Topic: A method to detect changes in player language in Singleplayer.
Replies: 8
Views: 2169

Re: A method to detect changes in player language in Singleplayer.

For a native search experience you should be asking for locale to become part of the game state, so it can be read directly. Based on the way that request_translation() was implemented using network packages instead of direct disk reading I'm assuming that anything locale related is a huge mess and...
by eradicator
Mon Aug 02, 2021 11:01 am
Forum: Implemented for 2.0
Topic: A method to detect changes in player language in Singleplayer.
Replies: 8
Views: 2169

Re: A method to detect changes in player language in Singleplayer.

I dealt with this simply by not dealing with it. People will hardly ever change their locale mid-game unless they're a translator or a mod developer. I'd just provide a command to retranslate and call it a day. I do provide a command already. But I'm not calling it a day. I want Babelfish to delive...
by eradicator
Sun Aug 01, 2021 9:50 pm
Forum: Implemented for 2.0
Topic: LuaPlayer::active_locale
Replies: 2
Views: 786

Re: LuaPlayer::active_locale

If it's easy I'd like this too. I could use it to hack an on-tick-polling workaround to my other request without causing network traffic.
by eradicator
Sun Aug 01, 2021 9:44 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 86066

Re: Small documentation improvement requests

EntityPrototypeFilter types are largely undescribed. What is the difference between "buildable" and "building" and "blueprintable"? What internal checks do they actually do? -> It seems the technical backend doesn't allow for these to have any descriptions attached to t...

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