Search found 325 matches

by curiosity
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?
by curiosity
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.
by curiosity
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).
by curiosity
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.
by curiosity
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...
by curiosity
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.
by curiosity
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.
by curiosity
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.
by curiosity
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...
by curiosity
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.
by curiosity
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 ...
by curiosity
Fri Oct 27, 2023 2:26 pm
Forum: Implemented mod requests
Topic: Quiet game.print
Replies: 5
Views: 1375

Re: Quiet game.print

darkfrei wrote:
Fri Oct 27, 2023 10:17 am
Also custom sound?
viewtopic.php?f=28&t=109100
by curiosity
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.
by curiosity
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...
by curiosity
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...
by curiosity
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 ...
by curiosity
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?

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