Search found 75 matches
- Sat May 02, 2020 3:27 am
- Forum: Implemented mod requests
- Topic: Option in prototype for units to be immune to belt movement
- Replies: 11
- Views: 3472
Re: Option in prototype for units to be immune to belt movement
Maybe I missed " unit " vs " player ". I see that " cars " and " units " (Entity that attacks players.) can have has_belt_immunity [If the unit is immune to movement by belts]. What I'm looking for is for the player/ character . My apologies for the misinterpr...
- Wed Apr 29, 2020 3:18 am
- Forum: Implemented mod requests
- Topic: Option in prototype for units to be immune to belt movement
- Replies: 11
- Views: 3472
Re: Option in prototype for units to be immune to belt movement
Hello Engineers!
Has this been implemented? I would also like access to this, either via prototype, or API run-time flag.
Thanks!
Has this been implemented? I would also like access to this, either via prototype, or API run-time flag.
Thanks!
- Sun Apr 19, 2020 3:57 pm
- Forum: General discussion
- Topic: Version popularity comparisons/graphs/data
- Replies: 0
- Views: 654
Version popularity comparisons/graphs/data
Hello! I'm looking for some version popularity graphs, like steamdb.info but with different versions (like 0.17.79 vs 0.18.18). I know there has been Friday Facts with particular version comparisons, but I'd like to be able to get recent (last week'ish) data for at least latest stable and all of the...
- Sat Apr 18, 2020 4:22 pm
- Forum: News
- Topic: Friday Facts #342 - The new old tutorial
- Replies: 38
- Views: 16562
Re: Friday Facts #342 - The new old tutorial
+1 to all the people who want this keep as a Legacy Scenario. I think most of the pro/cons have been discussed. I'm just adding voice to keeping it in some way. Thanks!
- Sun Apr 12, 2020 5:22 pm
- Forum: Won't implement
- Topic: API Event when crafting fails
- Replies: 3
- Views: 1321
Re: API Event when crafting fails
There is still a button event somewhere when a user clicks the item to craft. That event is detected by Factorio in order to give the error message. I want a LUA event that is able to detect that click (and fail) so that my mod can act on it.
- Sun Mar 15, 2020 1:53 am
- Forum: Won't implement
- Topic: API Event when crafting fails
- Replies: 3
- Views: 1321
API Event when crafting fails
I would like an event I can listen to that fires when crafting fails. TMK this just means when you are missing materials/tech/non-hand-craft-able. The event should include the item/recipe that failed. I would like this, so I can make a mod that prevents all real-crafting but instead puts a ghost of ...
- Sat Jan 11, 2020 2:47 am
- Forum: Modding discussion
- Topic: Softmodding
- Replies: 16
- Views: 5281
Re: Softmodding
I've only come across other people's soft-mods by accident, AKA joining some random public server and realizing it was running custom LUA. I really wish there was like *one* place that soft-modders could publish, like Wube has for hard mods. (And a way to search specifically for them, like some type...
- Fri Jan 10, 2020 10:35 pm
- Forum: Modding discussion
- Topic: Softmodding
- Replies: 16
- Views: 5281
Re: Softmodding
Some of the very early versions of my mods https://mods.factorio.com/user/kizrak were soft-moddable, however I don't think any of newest releases for any of them are any more (if for no other reason than settings). Also, the old original deprecated long/far? reach was (can't find it anymore, but I r...
- Fri Jan 10, 2020 3:42 am
- Forum: Modding discussion
- Topic: Softmodding
- Replies: 16
- Views: 5281
Re: Softmodding
Not all mods are soft-moddable. Actually, very very few are. Among other things, any mod that has a data.lua, or data*.lua won't work. Also, mods that use the events on_init or on_load or on_configuration_changed (or maybe few other) won't work. And I'm sure there are a few other edge cases that wou...
- Sun Dec 29, 2019 6:26 pm
- Forum: Implemented Suggestions
- Topic: Allow mods to register "slash" commands or global functions
- Replies: 6
- Views: 3184
Re: Allow mods to register "slash" commands or global functions
In case future me finds this post again: LuaCommandProcessor
- Fri Dec 20, 2019 11:40 pm
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 21
- Views: 7691
Re: LuaRendering.draw_on_map
+1
Because it looks like LuaForce.add_chart_tag to non-charted location won't be implemented, I could maybe use something like this as an alternative...
Because it looks like LuaForce.add_chart_tag to non-charted location won't be implemented, I could maybe use something like this as an alternative...
- Sun Dec 15, 2019 1:38 pm
- Forum: Won't implement
- Topic: LuaForce.add_chart_tag to non-charted location
- Replies: 6
- Views: 2289
Re: LuaForce.add_chart_tag to non-charted location
Chart tags are stored on the chart for a given chunk. That means it's not possible to have one exist without the chart for that chunk existing. It's also not possible to have the tag stick around when the chunk is uncharted. So, this isn't going to happen since it's impossible with how they current...
- Sun Dec 15, 2019 1:34 pm
- Forum: Won't implement
- Topic: LuaForce.add_chart_tag to non-charted location
- Replies: 6
- Views: 2289
Re: LuaForce.add_chart_tag to non-charted location
What about renderings? Would it be possible to make LuaRendering visible from far out zoom? Currently, once you zoom out on the map past normal vision (zoom less than 0.364), renderings stop showing up. Probably a flag to say if the LuaRendering should be visible from far out zoom on map. For exampl...
- Sun Dec 15, 2019 3:00 am
- Forum: Won't implement
- Topic: LuaForce.add_chart_tag to non-charted location
- Replies: 6
- Views: 2289
LuaForce.add_chart_tag to non-charted location
I would like to make map tags "in the dark". AKA, give user a general direction to go somewhere that they can't see (AKA haven't charted yet). The documentation for: https://lua-api.factorio.com/latest/LuaForce.html#LuaForce.add_chart_tag says: Note: The chunk must be charted for a tag to ...
- Fri Dec 13, 2019 11:28 pm
- Forum: Modding interface requests
- Topic: Disable "Logistic connection" for belt prototype
- Replies: 8
- Views: 2765
Re: Disable "Logistic connection" for belt prototype
You are supposed to disable the gui using the code in my first post. So there probably isn't a good way to enable red/green wire conditionals and simultaneously disabling logistic network conditionals (without a change to the modding API)? If that is the case, this request could be tweaked to: 1) a...
- Fri Dec 13, 2019 1:47 am
- Forum: Modding interface requests
- Topic: Disable "Logistic connection" for belt prototype
- Replies: 8
- Views: 2765
Re: Disable "Logistic connection" for belt prototype
function on_built(event) local entity = event.created_entity or event.entity or event.destination if not entity or not entity.valid then return end if entity.name == "grey_belt_entity" then local behavior = entity.get_control_behavior() if behavior then behavior.connect_to_logistic_networ...
- Sun Dec 01, 2019 6:57 pm
- Forum: Not a bug
- Topic: [0.17.79] Steam Experimental Beta warning, even though marked as stable
- Replies: 4
- Views: 1181
Re: [0.17.79] Steam Experimental Beta warning, even though marked as stable
Along with those ideas, I could see an optimization that if you are on a pinned version, but that pinned happens to be head/latest, then you don't get a warning.
Thanks Klonan & valneq !
Thanks Klonan & valneq !
- Sun Dec 01, 2019 5:26 pm
- Forum: Modding interface requests
- Topic: Disable "Logistic connection" for belt prototype
- Replies: 8
- Views: 2765
Re: Disable "Logistic connection" for belt prototype
What is your next edge case? What if I still want red/green wire connections? What if I want this to apply to inserters, with the ability to set stack size, but not logistic network? What if there is a mod that has a GUI attached to the belt GUI, but that code disables it entirely? BTW it also appe...
- Sun Dec 01, 2019 5:50 am
- Forum: Modding interface requests
- Topic: Disable "Logistic connection" for belt prototype
- Replies: 8
- Views: 2765
Re: Disable "Logistic connection" for belt prototype
What if they take a yellow belt and add a logistic connection to it, then use upgrade planner to switch it for my modded belt? control.lua has to cover too many edge cases that I would rather avoid.
- Sat Nov 30, 2019 11:55 pm
- Forum: Modding interface requests
- Topic: Disable "Logistic connection" for belt prototype
- Replies: 8
- Views: 2765
Disable "Logistic connection" for belt prototype
I making a modded belt that is inferior to the yellow belts. I've been able to make them move items slower, and prevent red/green wires from attaching. Screenshot: AUe5IJBXML.png This seems like the magic for disabling red/green wires in data.lua prototype code: grey_belt_entity.circuit_connector_sp...