Search found 181 matches

by moon69
Tue Apr 21, 2020 6:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.19] Return value from spill_item_stack errors
Replies: 1
Views: 1491

[0.18.19] Return value from spill_item_stack errors

I can't figure out how to get the return values from LuaSurface.spill_item_stack . These spill all the mags as expected... -- This spills mags and fills 'spilled' with the array of 50 entities as expected.. local spilled = player.surface.spill_item_stack( player.position, { name = "firearm-maga...
by moon69
Tue Apr 21, 2020 11:08 am
Forum: Resolved Problems and Bugs
Topic: Size 4 Quickbar blocks long chat messages
Replies: 5
Views: 2855

[0.18.19] Re: Size 4 Quickbar blocks long chat messages

This is still an issue in [0.18.19] for me at 150% @ 2560x1600.
by moon69
Tue Apr 21, 2020 11:02 am
Forum: Technical Help
Topic: [0.18.19] Minor issue with log spam
Replies: 3
Views: 940

[0.18.19] Minor issue with log spam

I try to keep my factorio log trim as possible, but noticed a lot of entries from game engine lately. Is it something I can do to reduce these 'verbose' or 'warning' messages? Verbose SimpleEntityPrototype.cpp:18: simple-entity with name sand-rock-big is marked as count_as_rock_for_filtered_deconstr...
by moon69
Mon Apr 20, 2020 4:05 pm
Forum: Documentation Improvement Requests
Topic: mipmap_count on Sprites page
Replies: 1
Views: 1140

mipmap_count on Sprites page

Types/Sprite shows...
mipmap_count
Type: Types/uint8
Default: 0
Only loaded if this is an icon (has flag "icon").
but I've seen in it used in base game with flags other than "icon".

Looking at Types/SpriteFlags there is a "mipmap" flag... is this relevant?
by moon69
Sun Apr 19, 2020 5:23 pm
Forum: Implemented mod requests
Topic: on_item_request_removed
Replies: 18
Views: 4937

Re: on_item_request_removed

Similar to Dave really - I want to avoid plopping complete things down, but rather build them in stages. I'm also working on a construction bot based ammo/fuel filling station. Is it an expensive thing to implement or make performant? I assumed the game already knows when the request is complete as ...
by moon69
Sun Apr 19, 2020 4:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.18] placeable_by allows robots to ignore max_payload
Replies: 1
Views: 1694

[0.18.18] placeable_by allows robots to ignore max_payload

I've got a Prototype/SimpleEntityWithForce that requires 20 of the item to build... placeable_by = { item = "placeable-test-item", count = 20 }, (see Prototype/Entity.placeable_by ) Problem 1: If I create a ghost for a "placeable-test-entity" , the single construction bot will ha...
by moon69
Sun Apr 19, 2020 12:03 pm
Forum: Resolved Requests
Topic: DeconstructionItem ignores inherited entity_type_filters
Replies: 2
Views: 1352

DeconstructionItem ignores inherited entity_type_filters

deconstruction-item prototype page on the wiki shows that it inherits entity_type_filters, but it (and possibly others) are ignored as per Rseding here: [0.18.18] entity_type_filters on deconstruction-item

Please indicate this on the wiki!

Thanks.
by moon69
Sat Apr 18, 2020 8:18 pm
Forum: Modding interface requests
Topic: Add on_robot_repaired_entity Event
Replies: 1
Views: 732

Re: Add on_robot_repaired_entity Event

Yes please!

I wanted to use a construction bot repairing as part of a staged build process for entities.
by moon69
Sat Apr 18, 2020 7:38 pm
Forum: Implemented mod requests
Topic: on_item_request_removed
Replies: 18
Views: 4937

Re: on_item_request_removed

This would be handy.
by moon69
Sat Apr 18, 2020 5:52 pm
Forum: Modding help
Topic: [0.18.18] entity_type_filters on deconstruction-item
Replies: 4
Views: 1309

Re: [0.18.18] entity_type_filters on deconstruction-item

Thanks R.

The Prototype/DeconstructionItem page on the wiki indicates it inherits entity_type_filters from Prototype/SelectionTool?

Is this changed in 0.18?
by moon69
Sat Apr 18, 2020 10:40 am
Forum: Modding help
Topic: [0.18.18] entity_type_filters on deconstruction-item
Replies: 4
Views: 1309

[0.18.18] entity_type_filters on deconstruction-item

I'm trying to use entity_type_filters on a custom deconstruction-item ... { type = "deconstruction-item", name = "PlannerTest-deconstruction-item", icon = "__base__/graphics/icons/hazard-concrete.png", icon_size = 64, icon_mipmaps = 4, subgroup = "tool", order...
by moon69
Sun Apr 05, 2020 4:34 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 53249

Re: [0.18.x] Bob's Mods: General Discussion

Factorio Base v0.18.17
Bob's Functions Library mod v18.3
Bob's Ores mod v18.1

Creating a new game with above mods only, gives the following on the map generator page...
Unknown key: "autoplace-control-names.lithia-water"
by moon69
Sun Apr 05, 2020 7:37 am
Forum: Modding help
Topic: Small item-group tab icons
Replies: 1
Views: 719

Small item-group tab icons

I'm really struggling with the new 0.18 dark GUI - I'm just finding it harder to distinguish the icons from one another. ClassicGUI mod helps in general, but how do I increase the item-group tab icons back to their old size? ItemGroups-Small icons.png On the left is 0.17 GUI, with the logistics icon...
by moon69
Tue Jan 14, 2020 3:13 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 10K Monolithic Train Base with extra pictures.
Replies: 25
Views: 11626

Re: 10K Monolithic Train Base with extra pictures.

Nice benchmark script thanks - might be nice to not download the map every time though! https://factoriobox.1au.us/ indicates it won't work Steam? It seemed to work OK for me. 55 UPS 8 minutes ago Map cb0cd35aa6893dfdae2ce574d345d2c2 Factorio 0.17.79 (build 47865, win64, steam) Intel(R) Core(TM) i7-...
by moon69
Mon Dec 02, 2019 8:24 pm
Forum: Ideas and Suggestions
Topic: Enter should always "OK"
Replies: 24
Views: 4817

Enter should always "OK"

TL;DR For some dialogs, pressing Enter key will Confirm/Accept/Save etc., but for many it does not. What ? Pressing enter should generally trigger the default action, like Esc is Cancel in most (all?) dialogs currently. Enter currently doesn't work for example to... Confirm an error dialog Create a...
by moon69
Sat Oct 19, 2019 8:50 am
Forum: Modding interface requests
Topic: Position GUI elements at shortcut bar
Replies: 0
Views: 576

Position GUI elements at shortcut bar

I would like to pop up a GUI from a custom shortcut, so it would be sweet to have it located adjacent to the shortcut bar.... I would also make use of being able to position a GUI to the left of the quickbar. I frequently find myself moving mouse from shortcut/quickbar at bottom/rightish to mod func...

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