+1. I agree 100%
Search found 97 matches
- Sat Jan 18, 2020 11:51 pm
- Forum: Ideas and Suggestions
- Topic: Allow the "Q" picker over the "Crafting" items to select a ghost
- Replies: 15
- Views: 3469
- Thu Jan 16, 2020 3:53 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] deconstruction order on item request proxy event
- Replies: 2
- Views: 2433
[posila] deconstruction order on item request proxy event
Steps to reproduce: 1. Use entity.order_deconstruction(...) on an item request proxy 2. Have a function called on the event on_marked_for_deconstruction 3. Have that function order entity.destroy() 4. crash Note, that at step 3 entity.valid still returns true. I am using a heavily modded game, which...
- Tue Dec 24, 2019 1:40 pm
- Forum: Ideas and Suggestions
- Topic: Screenshot of specific gui window
- Replies: 3
- Views: 902
Re: Screenshot of specific gui window
That sounds nice and helpful, but I assume it does not work with entities created by mods. If it did, it would be exactly what i need.
- Tue Dec 24, 2019 12:46 pm
- Forum: Ideas and Suggestions
- Topic: Screenshot of specific gui window
- Replies: 3
- Views: 902
Screenshot of specific gui window
TL;DR I would like to have a command, that can create a screenshot of a single gui window. What ? Add a screenshot method to the luaGui. It will output a picture of the gui window, which does not include transparency. Furthermore, if there are scroll bars, it enlarges the window until the scroll ba...
- Mon Nov 18, 2019 2:02 am
- Forum: Modding interface requests
- Topic: unpowered combinators
- Replies: 3
- Views: 851
unpowered combinators
I know this is an old topic and the devs have decided to let unpowered and marked for deconstruction combinators remain in their last state. I would like to be able to create a mod, that changes that behaviour. Meaning make them (a) work like normal or (b) dont send a signal anymore. Either of those...
- Thu Nov 14, 2019 11:56 am
- Forum: Implemented mod requests
- Topic: uncompressed blueprint string
- Replies: 8
- Views: 2356
uncompressed blueprint string
In addition to the import_stack and export_stack features, I would like to have an option to use similiar features with the uncompressed blueprint string. While set/get_blueprint_entities/tiles/entity_tags are great, it would be nice to have one combined access to all information. I tried to inflate...
- Mon Nov 11, 2019 7:55 pm
- Forum: Modding interface requests
- Topic: control behaviour type of an entity prototype
- Replies: 7
- Views: 2570
Re: control behaviour type of an entity prototype
I understand that that is how you want your mod to work. That is why i wasn't asking you to change your mod in the first place, but instead asking for help trying to make the adjustments I wanted for personal use. Edit: I am trying to build a Microfactory of size 9x11 in seablock and anything, that ...
- Mon Nov 11, 2019 7:44 pm
- Forum: Modding interface requests
- Topic: control behaviour type of an entity prototype
- Replies: 7
- Views: 2570
Re: control behaviour type of an entity prototype
In version 0.17.2, if you place an entity over an existing entity of the same name, it just places a ghost entity at that position and does not overwrite the existing entity. In particular, if the entity is a constant combinator, it creates a ghost of that entity instead of changing the signals prov...
- Mon Nov 11, 2019 6:25 pm
- Forum: Combinator Creations
- Topic: number of item stacks in a chest
- Replies: 5
- Views: 3638
Re: number of item stacks in a chest
I add stack size-1 first in order to get the correct rounding. Then I indeed multiply by 100k/stack size. The item_slot_count of an entity of the type constant-combinator can be set to any number. 18 is the default value for the constant combinator. My mod "Utility Combinators+" https://mo...
- Mon Nov 11, 2019 6:19 pm
- Forum: Modding interface requests
- Topic: control behaviour type of an entity prototype
- Replies: 7
- Views: 2570
Re: control behaviour type of an entity prototype
I am trying to change the mod conman. For a build-order it uses the create_entity command to place a ghost of the entity. This has the downside, that the created ghost does not try to merge with existing entities. I intend to replace the create_entity command by set_blueprint_entities followed by bu...
- Sun Nov 10, 2019 7:42 pm
- Forum: Modding interface requests
- Topic: control behaviour type of an entity prototype
- Replies: 7
- Views: 2570
control behaviour type of an entity prototype
I would like to have something like LuaEntityProtoype.control_behaviour_type. I assume that the control behaviour type does not depend on the specific entity, but only the entity prototype or even just the type of the entity prototype. But I belive there is no direct way to access it without placing...
- Sat Nov 09, 2019 5:09 pm
- Forum: Ideas and Requests For Mods
- Topic: stack size combinator
- Replies: 4
- Views: 1968
- Sat Nov 09, 2019 4:39 pm
- Forum: Modding help
- Topic: place entity ghost like in blueprint
- Replies: 0
- Views: 414
place entity ghost like in blueprint
Currently, if you place a entity ghost using create_entity, it does not try to merge with an equal entity at the same spot. In particular, if we place a ghost of an assembler over an assembler, that doesnt reset that assembler to no recipe, but it creates a ghost entity beneath it. If, however we de...
- Thu Nov 07, 2019 7:43 pm
- Forum: Combinator Creations
- Topic: number of item stacks in a chest
- Replies: 5
- Views: 3638
Re: number of item stacks in a chest
My mod checks the stack size of each item prototype on init. If the stack size of an item agrees with the one given in that item prototype, it works. I assume that is always the case, but I am inexperienced with factorio modding. But it only works correctly if the stack size is a divisor of 100k and...
- Thu Nov 07, 2019 4:53 pm
- Forum: Combinator Creations
- Topic: number of item stacks in a chest
- Replies: 5
- Views: 3638
number of item stacks in a chest
With the help of my mod "Utility Combinators+", an extension to justarandomgeeks "Utility Combinators", I created a circuit, that can calculate exactly how many stacks of each item a chest contains, assuming there is no more then one incomplete stack per resource. Just ignore the...
- Wed Nov 06, 2019 12:45 pm
- Forum: Ideas and Suggestions
- Topic: See not rounded circuit signals
- Replies: 2
- Views: 1039
See not rounded circuit signals
TL;DR A option in settings to see the exact number in tooltips instead of the rounded amounts. What ? If the option is activated and you are hovering over an entity (eg chest, tank, pole, combinator) where the tooltip shows a signal or the content, you see the exact amounts instead of the rounded v...
- Wed Nov 06, 2019 11:23 am
- Forum: Implemented Suggestions
- Topic: Decider combinator with "Anything" output
- Replies: 32
- Views: 21215
Re: Decider combinator with "Anything" output
+1 Plus: the table above lists situations, where two signals could be outputted, in that case any matching signal should be outputted. Sounds more logical for me... It is really important to distinguish between "any" and "each". If you mean "any", as in just one, I agre...
- Wed Oct 30, 2019 10:56 pm
- Forum: Ideas and Suggestions
- Topic: Inserters with ghost wires
- Replies: 4
- Views: 912
Re: Inserters with ghost wires
I finally came up with a practical, vanilla example: If you build a production line for blue circuits or even rockets by bots and definitely want your inserters to wait until the pm3s have been placed in the building, this would greatly help. (You can check av conbot= total conbot to check, if const...
- Tue Oct 29, 2019 4:32 pm
- Forum: Ideas and Suggestions
- Topic: Inserters with ghost wires
- Replies: 4
- Views: 912
Inserters with ghost wires
TL;DR If an inserter is placed in a blueprint and has a wire connection and a enable condition in the blueprint, it should NOT work until the entity it is attached to via wire is placed. What ? If I place a blueprint containing inserters, that are wired and have circuit conditions, they should not ...
- Sun Oct 13, 2019 12:19 pm
- Forum: Ideas and Suggestions
- Topic: Control+Click on empty inventory slot when there arent any
- Replies: 0
- Views: 500
Control+Click on empty inventory slot when there arent any
When you open an entity and control click on an empty slot in your inventory you transfer as many suitable items to the entity as possible. This is a really nice feature. But if your inventory is full, you cannot use it and have to search through your entire inventory to find the correct item. This ...