Search found 325 matches
- Wed Dec 13, 2023 12:10 pm
- Forum: Modding interface requests
- Topic: Exclude entity from mining productivity
- Replies: 7
- Views: 780
Re: Exclude entity from mining productivity
What if you made the miner reject the productivity effect? It's not like productivity makes any sense in an offshore pump. Would it ignore the mining bonus then?
- Tue Dec 12, 2023 10:35 am
- Forum: Modding interface requests
- Topic: Adding the ability to force open a different entity's GUI
- Replies: 9
- Views: 637
Re: Adding the ability to force open a different entity's GUI
Did something happen to player.opened?
- Mon Dec 11, 2023 10:54 am
- Forum: Modding interface requests
- Topic: Limit number of items loader inserts into an assembly machine
- Replies: 3
- Views: 371
Re: Limit number of items loader inserts into an assembly machine
If this is implemented, it should be as an option.
- Sun Dec 10, 2023 5:24 pm
- Forum: Assigned
- Topic: [Genhis] [1.1.94] Plural forms in locale break when given a non-integer number
- Replies: 3
- Views: 867
Re: [Genhis] [1.1.94] Plural forms in locale break when given a non-integer number
FYI, it doesn't understand negative numbers either.
- Sat Dec 09, 2023 2:02 pm
- Forum: Resolved Requests
- Topic: More precise type information for has_flag
- Replies: 1
- Views: 273
More precise type information for has_flag
Right now the type of the parameter is listed as string whereas in fact it's one of the respective string literals (and the game will error if you try to pass any other string). This affects all instances of the method (including ghost_has_flag).
- Fri Dec 08, 2023 11:31 pm
- Forum: Documentation Improvement Requests
- Topic: LuaItemPrototype.fuel_value should say that zero means "not burnable"
- Replies: 0
- Views: 257
LuaItemPrototype.fuel_value should say that zero means "not burnable"
It says that for fluid prototype, but with item the docs leave you to guess.
edit: Or, hm, an item isn't burnable without a fuel category (unlike fluids, which don't have fuel categories), so maybe this is a pointless distinction.
edit: Or, hm, an item isn't burnable without a fuel category (unlike fluids, which don't have fuel categories), so maybe this is a pointless distinction.
- Wed Dec 06, 2023 10:27 am
- Forum: Documentation Improvement Requests
- Topic: on_player_placed_equipment does not equipment is inserted by script
- Replies: 5
- Views: 541
Re: on_player_placed_equipment does not equipment is inserted by script
The reason I think it might be missed is because it's very easy to underestimate the extent having to react to mods changing things. This is something that took me a while to fully realize. I of course knew about it, but the full extend of it took me a while to appreciate. And in this instance even...
- Tue Dec 05, 2023 7:10 pm
- Forum: Documentation Improvement Requests
- Topic: on_player_placed_equipment does not equipment is inserted by script
- Replies: 5
- Views: 541
Re: on_player_placed_equipment does not equipment is inserted by script
Completely agree with Rseding, the name is self-evident.
edit: As for the linked bug, people aren't perfect infallible beings. Notnotmelon might have simply overlooked that event or the possibility that scripted action is something they need to be concerned about. No need to overreact.
edit: As for the linked bug, people aren't perfect infallible beings. Notnotmelon might have simply overlooked that event or the possibility that scripted action is something they need to be concerned about. No need to overreact.
- Mon Dec 04, 2023 10:18 pm
- Forum: Implemented for 2.0
- Topic: on_gui_element_destroyed
- Replies: 7
- Views: 1195
Re: on_gui_element_destroyed
That's great news, thank you.
- Sat Dec 02, 2023 2:35 pm
- Forum: Documentation Improvement Requests
- Topic: What is maximum_corner_sliding_distance?
- Replies: 1
- Views: 340
What is maximum_corner_sliding_distance?
Description missing in both data and runtime docs.
- Fri Nov 24, 2023 3:12 pm
- Forum: Modding interface requests
- Topic: a "not-beaconable" flag on assemblers, labs, drills, etc
- Replies: 1
- Views: 311
Re: a "not-beaconable" flag on assemblers, labs, drills, etc
I don't see the connection. A "not-beaconable" flag doesn't make it harder or easier to detect beacon effects (which you can already do by detecting changes to a beacon's modules the same way you described for other entities and find_entities_filtered to look for exisitng beacons), it just...
- Mon Nov 06, 2023 12:15 am
- Forum: Assigned
- Topic: [Genhis] [1.1.94] Plural forms in locale break when given a non-integer number
- Replies: 3
- Views: 867
Re: [Genhis] [1.1.94] Plural forms in locale break when given a non-integer number
I see. Thank you for telling me. Workaround time, I guess.
- Sat Nov 04, 2023 5:55 pm
- Forum: Assigned
- Topic: [Genhis] [1.1.94] Plural forms in locale break when given a non-integer number
- Replies: 3
- Views: 867
[Genhis] [1.1.94] Plural forms in locale break when given a non-integer number
To reproduce: 1. Make the following locale entry: n-items=__1__ __plural_for_parameter_1_{1=item|rest=items}__ 2. Launch the game and run the following command: /c game.print{'n-items', 0.5} 3. Observe the following output: 0.5 1 Expected behavior: The "rest" form gets used, producing the ...
- Sat Nov 04, 2023 11:48 am
- Forum: Modding interface requests
- Topic: Expose some backend for trains choosing where to go
- Replies: 5
- Views: 611
- Fri Oct 27, 2023 2:26 pm
- Forum: Implemented mod requests
- Topic: Quiet game.print
- Replies: 5
- Views: 1375
- Thu Oct 26, 2023 10:03 am
- Forum: Resolved Requests
- Topic: EntityWithHealthPrototype resistances field is a singular rather than array?
- Replies: 4
- Views: 523
Re: EntityWithHealthPrototype resistances field is a singular rather than array?
Funny that even the examples from the docs themselves declare an array.
- Tue Oct 24, 2023 3:11 am
- Forum: Modding interface requests
- Topic: Animation4Way support for SimpleEntityWithOwner/Force
- Replies: 1
- Views: 348
Re: Animation4Way support for SimpleEntityWithOwner/Force
What would be even better is something which I don't think exists yet: per-direction variation arrays, e.g. SpriteVariations4Way and AnimationVariations4Way. These would respect the prototype random_variation_on_create property and also the runtime graphics_variation property, so that rotating a va...
- Tue Oct 17, 2023 7:33 pm
- Forum: Won't implement
- Topic: Allow non-joining logistic networks
- Replies: 11
- Views: 1026
Re: Allow non-joining logistic networks
The game currently does not support [...] overlapping logistic networks. [...] overlapping networks simply are not supported OH, sO iT DoEs ACtUaLly sUPpOrt It. You just completely ignored what Rseding91 said. :roll: *violent facepalm* You just have to let prototypes specify what kind of logistic n...
- Tue Oct 17, 2023 1:40 am
- Forum: Won't implement
- Topic: Allow non-joining logistic networks
- Replies: 11
- Views: 1026
Re: Allow non-joining logistic networks
The game currently does not support the concept of overlapping logistic networks. Entities that register in logistic networks can only be in 1 network at a time so overlapping networks simply are not supported at the engine level. Oh, so it does actually support it. You just have to let prototypes ...
- Mon Oct 16, 2023 5:34 pm
- Forum: Won't implement
- Topic: Allow non-joining logistic networks
- Replies: 11
- Views: 1026
Re: Allow non-joining logistic networks
Suppose there are two overlapping networks. Which one should process logistic requests?