Ownlyme, I made a follow on request to try and give similar usability without the negatives Rseding listed. It hasn't had any view passed on its suitability so far. Not sure if it would cover your usage thoughts.
viewtopic.php?f=28&t=70010&p=425637#p425637
Search found 278 matches
- Fri May 24, 2019 11:56 pm
- Forum: Won't implement
- Topic: Add on_pre_entity_damaged event
- Replies: 4
- Views: 1915
- Tue May 21, 2019 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Add multiplayer command /pause
- Replies: 4
- Views: 1003
Re: Add multiplayer command /pause
Do no commands work when a server is paused? If so then that would seem to be something that could be improved as well for the normal and multiplayer commands (separate discussion). I appreciate any commands that need to be kept in sync within the game state would not be possible while the game is p...
- Tue May 21, 2019 5:35 pm
- Forum: Ideas and Suggestions
- Topic: Add multiplayer command /pause
- Replies: 4
- Views: 1003
Add multiplayer command /pause
Add a /pause command that can be run via console and RCON to pause and un-pause a multiplayer server.
- Tue May 21, 2019 5:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.32] Mods screen back button - incorrect number of changes to discard listed in specific use case
- Replies: 4
- Views: 2619
Re: [Rseding91] [0.17.32] Mods screen back button - incorrect number of changes to discard listed in specific use case
I couldn't reproduce the previously mentioned behaviour, however, I could reproduce the same effect via a simpler process on 0.17.41. The game automatically restarts after mod download so I can't grab the mods folder quickly enough. Although with this simpler process hopefully the issue will be clea...
- Sat May 18, 2019 1:11 am
- Forum: Implemented mod requests
- Topic: Add any player riding a rocket to the on_rocket_launch_ordered and on_rocket_launched events
- Replies: 1
- Views: 949
Add any player riding a rocket to the on_rocket_launch_ordered and on_rocket_launched events
When the on_rocket_launch_ordered and on_rocket_launched events trigger could any player who is riding the rocket be included as an attribute. The players are known within the game code to be passengers of the rocket. Ideally the rocket entity get_passenger() and player entity vehicle() functions wo...
- Fri May 03, 2019 9:40 pm
- Forum: Mod portal Discussion
- Topic: Show base mod dependency of patch
- Replies: 0
- Views: 796
Show base mod dependency of patch
What I suggest is that the mod portal shows the base mod dependency if it has a patch version specified. If it only has a major or minor version then it can remain hidden like present. When there is no patch version dependency specified the base mod version it isn't shown in the dependencies list as...
- Fri May 03, 2019 1:31 pm
- Forum: Not a bug
- Topic: [0.17.35] API - Technology on researched state change enables technology
- Replies: 1
- Views: 421
[0.17.35] API - Technology on researched state change enables technology
If you change the researched state of a technology via API the technology becomes enabled automatically. Either this is a bug or if intended behaviour please confirm and the API documents need updating as this isn't obvious behaviour. https://lua-api.factorio.com/latest/LuaTechnology.html#LuaTechnol...
- Fri Apr 26, 2019 4:52 pm
- Forum: Modding interface requests
- Topic: Add on_entity_damage_absorbed event and/or expand on_entity_damaged event
- Replies: 1
- Views: 851
Add on_entity_damage_absorbed event and/or expand on_entity_damaged event
at present damage that is reduced by armor or absorbed by equipment (shields) is not accounted for in the on_entity_damaged event. Looking to add an event on_entity_damage_absorbed that is triggered when a character or vehicle absorbs all damage by equipment (shields). So not duplicating the on_enti...
- Sat Apr 20, 2019 2:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.32] Mods screen back button - incorrect number of changes to discard listed in specific use case
- Replies: 4
- Views: 2619
[Rseding91] [0.17.32] Mods screen back button - incorrect number of changes to discard listed in specific use case
In the below specific usage case when you click the Back button on the Mods screen it says that there are mod changes to be discarded, but nothing was changed and nothing is discarded if you click the "Discard Changes" button. start with a clean (0) mod Factorio game client join an MP game...
- Sun Apr 14, 2019 12:38 pm
- Forum: Not a bug
- Topic: [0.17.30] "not-colliding-with-itself" acts as global non colliding whitelist
- Replies: 3
- Views: 883
Re: [0.17.30] "not-colliding-with-itself" acts as global non colliding whitelist
thanks Klonan, you have clarified a point I had missed around the need of the entire collision mask list needing to be identical and not just having the same layer for the collision to not occur if both entities have this option flag.
- Sat Apr 13, 2019 10:40 pm
- Forum: Not a bug
- Topic: [0.17.30] "not-colliding-with-itself" acts as global non colliding whitelist
- Replies: 3
- Views: 883
[0.17.30] "not-colliding-with-itself" acts as global non colliding whitelist
In 0.17.30 the collision mask option "not-colliding-with-itself" has the behaviour of acting as a global whitelist of prototypes that don't collide with any other prototype with the flag. However the name implies that the prototype should only not collide with itself when it has this flag....
- Sat Apr 13, 2019 10:29 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 48699
Re: Changelog tutorial
The mod portal doesn't group the change log in any way, just showing it all. The in-game view groups the changes in to tabs on the Major and I think minor version.
- Thu Apr 11, 2019 9:25 am
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 48699
Re: Changelog tutorial
Hmm if date can't be duplicate does that mean somehow the "base" mod ignores the parsing? --------------------------------------------------------------------------------------------------- Version: 0.17.28 Date: 09. 04. 2019 Bugfixes: - Fixed a crash when hovering over some inventory-like...
- Mon Apr 08, 2019 10:46 pm
- Forum: Implemented mod requests
- Topic: Add a LuaForce.research_queue function
- Replies: 2
- Views: 873
Re: Add a LuaForce.research_queue function
thanks, works as expected
- Mon Apr 08, 2019 8:40 pm
- Forum: Releases
- Topic: Version 0.17.26
- Replies: 12
- Views: 11296
- Fri Apr 05, 2019 11:20 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.25] Join server after sync option doesn't work if mod startup settings need syncing
- Replies: 1
- Views: 2234
[Rseding91] [0.17.25] Join server after sync option doesn't work if mod startup settings need syncing
When you join an MP server and are missing mods and those mods have non default startup settings the "join server after sync" option doesn't follow through to after the mod startup settings sync action. So at the end of the process you haven't joined the server, you're left on the main men...
- Wed Apr 03, 2019 6:04 pm
- Forum: Implemented mod requests
- Topic: Add a LuaForce.research_queue function
- Replies: 2
- Views: 873
Add a LuaForce.research_queue function
The new LuaForce.research_queue would expose read/write access to the forces current research queue as a numbered dictionary of technologies. With number 1 being the current research and counting up the queue. When read it would return LuaTechnology and when writing it would accept TechnologySpecifi...
- Sat Mar 30, 2019 12:08 am
- Forum: Ideas and Suggestions
- Topic: Other entities marked for deconstruction
- Replies: 0
- Views: 277
Other entities marked for deconstruction
At present when some player entities are marked for deconstruction they are disabled, like belts, inserters, assembly machines and walls joining up. However, turrets aren't disabled and continue to fire bullets/lasers when marked for deconstruction. Also beacons continue to give their effects and pu...
- Wed Mar 27, 2019 10:10 am
- Forum: Not a bug
- Topic: [0.17.21] Destroyed construction bot stops on_robot_built_entity propagation to other mods
- Replies: 4
- Views: 822
Re: [0.17.21] Destroyed construction bot stops on_robot_built_entity propagation to other mods
But the entity was built and still exists in the world. Just cause the builder is gone seems crazy for the event propagation to stop. The event still happened and the outcome is still valid despite the robot no longer existing. This is also inconsistent with other events that can have their referenc...
- Wed Mar 27, 2019 12:18 am
- Forum: Not a bug
- Topic: [0.17.21] Destroyed construction bot stops on_robot_built_entity propagation to other mods
- Replies: 4
- Views: 822
[0.17.21] Destroyed construction bot stops on_robot_built_entity propagation to other mods
When 2 mods are both subscribed to the on_robot_built_entity event and a mod destroys the construction bot that did the building later called mods never receive the event. I would expect the later mods to still receive the event, however, the referenced "robot" in the event table would be ...