It's hardcoded into the plugin for each LuaObject type.
Search found 325 matches
- Sun May 15, 2022 7:57 pm
- Forum: Won't implement
- Topic: Ability to iterate entity properties
- Replies: 12
- Views: 5369
- 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...
- 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.
- Mon May 09, 2022 10:06 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83701
Re: Small documentation improvement requests
- 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?
- Mon May 02, 2022 3:22 pm
- Forum: Implemented mod requests
- Topic: Fully support reverse selection mode on selection tools
- Replies: 2
- Views: 1560
Re: Fully support reverse selection mode on selection tools
Implemented in 1.1.58.
- 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.
-> Thanks, fixed.
- 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
-> Thanks, I decided to remove the redundant description text.
- 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.
- 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 ...
- 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.
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.
- 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.
- Fri Apr 15, 2022 1:06 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83701
Re: Small documentation improvement requests
-> 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.
- Thu Apr 14, 2022 8:53 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83701
- Wed Mar 30, 2022 7:07 pm
- Forum: Implemented mod requests
- Topic: More info for fluid generators
- Replies: 9
- Views: 3574
- 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.
- 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 ...
- 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
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.thesixthroc wrote: ↑Fri Mar 18, 2022 9:07 pmThere is a subtle reason I haven't tried; I want to perform this action every tick, on multiplayer. Ne pas.
- 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.
- 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.