Search found 625 matches
- Fri Apr 30, 2021 9:18 pm
- Forum: Modding help
- Topic: Get entity connections?
- Replies: 8
- Views: 2399
Re: Get entity connections?
https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.neighbours https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.circuit_connected_entities https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.circuit_connection_definitions You'll need that last one for connecting to comb...
- Fri Apr 30, 2021 9:04 pm
- Forum: Minor issues
- Topic: [1.1.32] Main GUIs do not recenter after removing relative GUI
- Replies: 2
- Views: 1423
[1.1.32] Main GUIs do not recenter after removing relative GUI
When a relative GUI is added, the main GUI recenters, but it does not go back when the relative GUI is destroyed (or hidden). See video: https://cdn.discordapp.com/attachments/306402592265732098/837795318610788383/relative_gui_demo.mp4 Related, if the relative GUI size is extended downwards, the GUI...
- Wed Apr 28, 2021 10:39 am
- Forum: Already exists
- Topic: LuaGuiElement{type="camera",entity=<follow this>}
- Replies: 6
- Views: 2728
Re: LuaGuiElement{type="camera",entity=<follow this>}
Using flib.gui-beta, I can just do
Code: Select all
{type = "camera", position = spidertron.position, surface_index = spidertron.surface.index, elem_mods = {entity = spidertron}},
- Wed Apr 28, 2021 9:42 am
- Forum: Already exists
- Topic: LuaGuiElement{type="camera",entity=<follow this>}
- Replies: 6
- Views: 2728
Re: LuaGuiElement{type="camera",entity=<follow this>}
Already exists: https://lua-api.factorio.com/latest/LuaGuiElement.html#LuaGuiElement.entity You can write the entity to follow after creating the element Oh wow, thanks! I see for 'entity-preview' it says "The entity has to be set after the GUI element is created.", so maybe there's a tec...
- Tue Apr 27, 2021 11:15 am
- Forum: Already exists
- Topic: LuaGuiElement{type="camera",entity=<follow this>}
- Replies: 6
- Views: 2728
Re: LuaGuiElement{type="camera",entity=<follow this>}
+1. Also for type = "minimap", which is how base game train GUI works.
- Tue Apr 27, 2021 1:46 am
- Forum: General discussion
- Topic: Fish per Minute
- Replies: 22
- Views: 10752
Re: Fish per Minute
Launching 1000 space science pack returns 100 fish due to stack size limitations. If you can design a contraption to launch only 100 space science packs and return 100 fish, scale it up and see how many Fish per Minute one can do. Unfortunately it is impossible to automatically insert more than 12 ...
- Mon Apr 26, 2021 11:54 pm
- Forum: General discussion
- Topic: Fish per Minute
- Replies: 22
- Views: 10752
Re: Fish per Minute
Launching 1000 space science pack returns 100 fish due to stack size limitations. If you can design a contraption to launch only 100 space science packs and return 100 fish, scale it up and see how many Fish per Minute one can do. Unfortunately it is impossible to automatically insert more than 12 ...
- Sun Apr 25, 2021 11:07 pm
- Forum: Minor issues
- Topic: [1.1.32] Non-minable entities still emit "Cannot reach" when trying to mine them out of range
- Replies: 1
- Views: 953
[1.1.32] Non-minable entities still emit "Cannot reach" when trying to mine them out of range
I'm running into this whilst making a mod and it is a bit strange and annoying. Even when the entity is not mineable (set through prototype or control), if you try to right click on it while at a distance it says "Cannot reach" even though it wouldn't do anything if you were close to it. E...
- Sun Apr 25, 2021 10:25 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83671
Re: Small documentation improvement requests
I'd appreciate some explanation of HighlightBoxEntity please. https://wiki.factorio.com/Prototype/HighlightBoxEntity Overall, when would you use this? The following are the questions that I had as I read through it and tried it out, but from experimenting it seems that it is only used to display the...
- Sun Apr 25, 2021 9:40 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83671
Re: Small documentation improvement requests
-> Fixed and added example for the next release
- Sun Apr 25, 2021 7:25 pm
- Forum: Not a bug
- Topic: [1.1.32] fast-transfer ignores LuaPlayer.selected = nil
- Replies: 7
- Views: 1569
Re: [1.1.32] fast-transfer ignores LuaPlayer.selected = nil
From my testing, it seems to work how you want it when you use `defines.events.on_selected_entity_changed` in a mod. Using it in the command input doesn't seem to do anything (maybe I'm doing this bit wrong?). I can reproduce your issues when I use `on_tick` though.
- Sun Apr 25, 2021 6:18 pm
- Forum: Modding interface requests
- Topic: Expose active bot count
- Replies: 3
- Views: 1020
Re: Expose active bot count
Entities have a 'logistic_network' property that returns a LuaLogisticNetwork for whatever network they're in. For player characters and spidertrons (and probably other vehicles with an equipment grid with roboports, though I only verified player characters and spidertrons) that's their personal ne...
- Sat Apr 24, 2021 2:14 pm
- Forum: Questions, reviews and ratings
- Topic: Moralize me, please.
- Replies: 6
- Views: 1639
Re: Moralize me, please.
PS: 'Moralize' doesn't mean what you think it does: it refers to 'morals' (ie right/wrong), it isn't the opposite of 'Demoralize' (which would be something like 'encourage').
- Sat Apr 24, 2021 2:11 pm
- Forum: Questions, reviews and ratings
- Topic: Moralize me, please.
- Replies: 6
- Views: 1639
Re: Moralize me, please.
Any large mod with more than a few thousand downloads is likely to be updated to a new factorio version very quickly, or if it isn't but it has a permissive licence (like MIT or GPL), then someone else will probably do it instead. Any of the big packs like Bobs, Angels, Py, Space Exploration, Krasto...
- Sat Apr 24, 2021 10:14 am
- Forum: Implemented in 2.0
- Topic: Deconstruct landfill
- Replies: 24
- Views: 11513
Re: Deconstruct landfill
There's also https://alt-f4.blog/ALTF4-5/#a-small-ra ... l-pocarski, and associated discussion on reddit.
- Fri Apr 23, 2021 8:34 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83671
Re: Small documentation improvement requests
- Thu Apr 22, 2021 1:58 am
- Forum: Modding interface requests
- Topic: Expose active bot count
- Replies: 3
- Views: 1020
Expose active bot count
Currently trains with wagons that have equipment grids are given the wait condition "Robots inactive". I'm creating some spidertron wait conditions and I'd like to be able to use whatever is behind this, but I can't find it exposed anywhere. I don't know if it should be in LuaPlayer, LuaCo...
- Thu Apr 22, 2021 12:55 am
- Forum: Pending
- Topic: [kovarex] [1.1.32] "Load game" search doesn't update after deleting a save
- Replies: 4
- Views: 1878
[kovarex] [1.1.32] "Load game" search doesn't update after deleting a save
To reproduce: - Go to the load game window - Search "autosave" - Delete one of the autosaves - Click on the search text entry - Delete the search text entry contents - Observe that the save list still only shows autosaves (BUG) - Delete another save - Observe that the list has now correctl...
- Tue Apr 20, 2021 3:02 pm
- Forum: Technical Help
- Topic: Craft item disappeared
- Replies: 4
- Views: 1459
Re: Craft item disappeared
Ok, how about this?
Code: Select all
/c game.player.force.recipes["spidertron-remote"].enabled = true
- Tue Apr 20, 2021 1:36 am
- Forum: Implemented mod requests
- Topic: New FilteredContainer prototype
- Replies: 3
- Views: 1841
New FilteredContainer prototype
I'd really like to be able to create a `type = container` prototype that allows filters, like character and vehicle inventories. An optional prototype property in https://wiki.factorio.com/Prototype/Container perhaps? For performance reasons this would presumably have to be a separate prototype e.g....