Search found 325 matches

by curiosity
Sun May 15, 2022 7:57 pm
Forum: Won't implement
Topic: Ability to iterate entity properties
Replies: 12
Views: 5369

Re: Ability to iterate entity properties

WildBraas wrote:
Sun May 15, 2022 7:06 pm
Now its possible using Factorio mod debug for Visual Code, with breakpoints and code analysis.
It's hardcoded into the plugin for each LuaObject type.
by curiosity
Sun May 15, 2022 7:52 pm
Forum: Fixed for 2.0
Topic: [1.1.59] Custom input's include_selected_prototype does not work on fluid slots in crafting machines
Replies: 4
Views: 1569

[1.1.59] Custom input's include_selected_prototype does not work on fluid slots in crafting machines

To reproduce: 1. Register the following custom input: { type = "custom-input", name = "rb-open-selected", key_sequence = "ALT + mouse-button-1", include_selected_prototype = true, } 2. In-game execute the following command: /c script.on_event('rb-open-selected', functio...
by curiosity
Sun May 15, 2022 7:18 am
Forum: Modding interface requests
Topic: Event request: Beacon inventory changes due to robots
Replies: 2
Views: 939

Re: Event request: Beacon inventory changes due to robots

You can partially work around this by doing your stuff when the item proxy is destroyed.
by curiosity
Mon May 09, 2022 10:06 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83701

Re: Small documentation improvement requests

Honktown wrote:
Mon May 09, 2022 9:54 am
If an empty players table passed to LuaRendering draw functions means "everyone" not "nobody". It'd be convenient if that were noted somewhere.
It is, though maybe not where you'd expect: LuaRendering.set_players.
by curiosity
Tue May 03, 2022 4:37 pm
Forum: Documentation Improvement Requests
Topic: FluidBoxPrototype::production_type vs PipeConnectionDefinition::type
Replies: 0
Views: 102

FluidBoxPrototype::production_type vs PipeConnectionDefinition::type

Can we get a description of what FluidBox#production_type is supposed to mean as opposed to PipeConnectionDefinition#type? Description for both, maybe?
by curiosity
Mon May 02, 2022 2:28 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83701

Re: Small documentation improvement requests

https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.get_output_inventory wrote:Gets the entities output inventory if it has one.
entity's

-> Thanks, fixed.
by curiosity
Sun Apr 24, 2022 7:40 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83701

Re: Small documentation improvement requests

https://lua-api.factorio.com/latest/LuaItemPrototype.html#LuaItemPrototype.module_effects wrote: Effects of this module; nil if this is not a module.
Can only be used if this is ModuleItem
So can it or can it not be used on other items?

-> Thanks, I decided to remove the redundant description text.
by curiosity
Thu Apr 21, 2022 8:32 am
Forum: Modding interface requests
Topic: Tie a sprite-button to a LuaItemStack
Replies: 5
Views: 1599

Re: Tie a sprite-button to a LuaItemStack

An item stack button would be helpful. Doesn't have to be sprite-button specifically.
by curiosity
Thu Apr 21, 2022 7:54 am
Forum: Ideas and Suggestions
Topic: In-game changelog viewer order / Changelog should default to installed version + 1
Replies: 15
Views: 3502

Re: In-game changelog viewer order / Changelog should default to installed version + 1

I'm not so sure about hiding old versions. It can be useful for debugging mod interaction to know in what version a certain behaviour, feature, entity etc. has been introduced. Finding nothing about it because the game decided that version was too old and the entry should be hidden would make life ...
by curiosity
Wed Apr 20, 2022 6:02 pm
Forum: Ideas and Suggestions
Topic: In-game changelog viewer order / Changelog should default to installed version + 1
Replies: 15
Views: 3502

Re: In-game changelog viewer order / Changelog should default to installed version + 1

IMO, it was wrong to merge these topics. They suggest different and only loosely related things.

Anyway, I am here to support the "only new changes" suggestion. The game already does this on game update, it should be easy to add it for mods as well.
by curiosity
Wed Apr 20, 2022 12:17 pm
Forum: Won't implement
Topic: .neighbours on ghost electric poles
Replies: 8
Views: 2665

Re: .neighbours on ghost electric poles

If you think it's a bug, report it in the correct forum, not write to modding API requests.
by curiosity
Fri Apr 15, 2022 1:06 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83701

Re: Small documentation improvement requests

Types/StyleSpecification#effect need description, or at the very least a list of possible values.
-> The list of possible values is hardcoded to one value, severely limiting its usefulness. But it's documented now, thank you for pointing it out.
by curiosity
Thu Apr 14, 2022 8:53 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83701

Re: Small documentation improvement requests

LuaItemStack.set_stack should say why it can fail.

-> Improved, thanks.
by curiosity
Wed Mar 30, 2022 7:07 pm
Forum: Implemented mod requests
Topic: More info for fluid generators
Replies: 9
Views: 3574

Re: More info for fluid generators

KiwiHawk wrote:
Tue Mar 29, 2022 11:04 pm
Seems that this was missed from the changelog
A lot of Nexela's PRs didn't make it to the changelog, AFAICT.
by curiosity
Sun Mar 20, 2022 8:04 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83701

Re: Small documentation improvement requests

Prototype/Turret#attack_parameters - the description is wrong. The vanilla gun turret exists without ammo_type, so obviously it's not required. You may want to say that specific turret subtypes require some parent fields to be a certain way, though IDK how you would present that. -> Thanks, fixed.
by curiosity
Sat Mar 19, 2022 11:38 pm
Forum: Won't implement
Topic: Handle quoted translations in locale files / follow the INI specification
Replies: 1
Views: 864

Re: Handle quoted translations in locale files / follow the INI specification

There is no "INI specification". The format is not standardized. You can request the support of quoted values, but requesting to follow the INI specification makes no sense. Alternatively, you can say "Crowdin's INI specification", since it sounds like Crowdin has a specific set ...
by curiosity
Sat Mar 19, 2022 4:15 am
Forum: Won't implement
Topic: option for LuaForce.clear_chart to not remove tags
Replies: 8
Views: 2374

Re: option for LuaForce.clear_chart to not remove tags

thesixthroc wrote:
Fri Mar 18, 2022 9:07 pm
There is a subtle reason I haven't tried; I want to perform this action every tick, on multiplayer. Ne pas.
If you just want to get rid of the mapping of terrain, you can set map size to something very small and generate the actual map during runtime.
by curiosity
Tue Mar 15, 2022 10:58 am
Forum: Implemented mod requests
Topic: More info for fluid generators
Replies: 9
Views: 3574

Re: More info for fluid generators

Nexela told me the other day that he PRed it.
by curiosity
Tue Mar 15, 2022 10:55 am
Forum: Won't implement
Topic: option for LuaForce.clear_chart to not remove tags
Replies: 8
Views: 2374

Re: option for LuaForce.clear_chart to not remove tags

You could always work around it. Use find_chart_tags to find all the tags in the area you want to clear and remember them, and after you cleared the chart you add_chart_tag them all back in. It's more complicated than that: Note The chunk must be charted for a tag to be valid at that location.

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