Search found 321 matches

by curiosity
Thu May 25, 2023 1:05 pm
Forum: Modding interface requests
Topic: entity_limitation and entity_limitation_blacklist for module prototypes
Replies: 8
Views: 1182

Re: entity_limitation and entity_limitation_blacklist for module prototypes

Duplicate of https://forums.factorio.com/viewtopic.php?f=28&t=72130 (in spirit). One issue with this is how to convey to the player what the limits are in a given module. The distinction of what recipes accept what module effects is already confusing. Leave it to the mod author. That's what base...
by curiosity
Tue May 16, 2023 10:32 pm
Forum: Implemented for 2.0
Topic: on_gui_element_destroyed
Replies: 7
Views: 1166

Re: on_gui_element_destroyed

Barely more than one LuaObject in my original request, if you count tags. And if you go with the registration route, you could get away with no LuaObjects at all, since a unique registration number will be uniquely identifiable. (and, TBH, bad GUI performance is hardly an argument to me when they ha...
by curiosity
Sat May 13, 2023 10:00 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 82922

Re: Documentation Improvement Requests

LuaGameScript.get_entity_by_tag - what does it do?
-> Added to the docs in 1.1.102, thanks Honktown for the description/pointer to discord.
by curiosity
Mon May 01, 2023 7:37 am
Forum: Implemented for 2.0
Topic: on_gui_element_destroyed
Replies: 7
Views: 1166

Re: on_gui_element_destroyed

If I have to go through all children in Lua, that doesn't make any difference. Regarding the number of events, deletion is a one-time thing, you don't delete and recreate GUIs every tick. And the game already has such events, which it doesn't bother to batch. Compare on_built and placing a big bluep...
by curiosity
Sun Apr 30, 2023 12:39 pm
Forum: Implemented for 2.0
Topic: on_gui_element_destroyed
Replies: 7
Views: 1166

on_gui_element_destroyed

A new event that is called when a LuaGuiElement is destroyed. It would be great if it was raised before the element is gone, so that you could get the element itself. But if not, the element's common identifying properties should be passed: name, index, player index, tags and parent element. The pur...
by curiosity
Sat Apr 29, 2023 5:42 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 82922

Re: Documentation Improvement Requests

[quote=paybara post_id=584599 time=1682745816 user_id=165945] LuaEntity.circuit_connected_entities did not appear to be populated when inspecting entities attached to circuit networks. [/quote] Hovering over the connected entity and performing [code]/c game.print(serpent.line(game.player.selected.c...
by curiosity
Tue Apr 04, 2023 6:48 am
Forum: Modding interface requests
Topic: Dynamically render item icon based on item data
Replies: 7
Views: 1139

Re: Dynamically render item icon based on item data

Rseding91 wrote:
Tue Apr 04, 2023 2:30 am
You may need to re-think your idea because even if that would work item count wise; the memory usage to have them all defined would be non-viable.
This request is the rethinking.
by curiosity
Sun Apr 02, 2023 8:07 pm
Forum: Not a bug
Topic: [1.1.80] Boiler stops accepting fluid above certain temperature after fluid migration
Replies: 1
Views: 757

[1.1.80] Boiler stops accepting fluid above certain temperature after fluid migration

To reproduce: 1. Place a vanilla boiler with some infinite pipes going to and from it. Provide it with fuel. Ensure it functions. Save and close the game. 2. Change max_temperature of water to 150. This has to be the boiler's input fluid. 3. Load the game and open the above save. Adjust the temperat...
by curiosity
Sun Apr 02, 2023 5:26 am
Forum: Modding interface requests
Topic: On_research_queued event
Replies: 5
Views: 883

Re: On_research_queued event

It's only a few slots long. Shouldn't be too costly. Alternatively, since you don't care about historical accuracy, you can poll it in on_research_finished or on_research_started. Or not at all, and just compress the actual researched techs into the queue when you reproduce the run. Actually, I have...
by curiosity
Sun Apr 02, 2023 4:08 am
Forum: Fixed for 2.0
Topic: [1.1.78] Tool itmes (e.g. space science packs) don't show the stack size
Replies: 5
Views: 1224

Re: [1.1.78] Space science packs don't show the stack size

You should be able to change the thread title by editing the original post.
by curiosity
Fri Mar 31, 2023 2:00 am
Forum: Modding interface requests
Topic: On_research_queued event
Replies: 5
Views: 883

Re: On_research_queued event

Pretty awful workaround, but you can poll force.research_queue every tick. And what will you do if a research is unqueued? That would also need an event, or there can be a on_research_queue_changed event to cover both cases. In fact, on_research_queue_changed will cover even such cases as mods setti...
by curiosity
Thu Mar 30, 2023 1:54 am
Forum: Fixed for 2.0
Topic: [1.1.78] Tool itmes (e.g. space science packs) don't show the stack size
Replies: 5
Views: 1224

Re: [1.1.78] Space science packs don't show the stack size

Xorimuth wrote:
Wed Mar 29, 2023 10:36 pm
Same for all science packs and ammo. Science packs are of type "tool" so presumably this debug entry wasn't added for that type.
Which is really bizarre, considering that it is in the item tooltip when you look at the recipe.
by curiosity
Sun Mar 26, 2023 1:21 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 82922

Re: Documentation Improvement Requests

LuaEntityPrototype.items_to_place_this/LuaTilePrototype.items_to_place_this says it's an array of SimpleItemStack. Is it supposed to be ItemStackDefinition or can the stacks be strings and when?

-> It's indeed ItemStackDefinition, thanks. Fixed for 1.1.79.
by curiosity
Sun Mar 26, 2023 11:07 am
Forum: Modding interface requests
Topic: Add a local_save equivalent
Replies: 4
Views: 822

Re: Add a local_save equivalent

If someone confirms this is a bug, I'll be willing to create a bug report. FWIW, server_save works with a non-dedicated server. It also works in a single-player multiplayer game. I would still call it a bug. Though I recall there was some case where the game determines weirdly what counts as multip...
by curiosity
Sun Mar 26, 2023 5:53 am
Forum: Modding interface requests
Topic: Add a local_save equivalent
Replies: 4
Views: 822

Re: Add a local_save equivalent

I am surprised server_save doesn't work in singleplayer, seeing as the player is the server. I would have reported this bit as a bug.
by curiosity
Wed Mar 15, 2023 10:04 am
Forum: Resolved Problems and Bugs
Topic: [1.1.76] Unexpected icon selector behavior when entering save name
Replies: 7
Views: 2022

Re: [1.1.76] Unexpected icon selector behavior when entering save name

Flip blueprint horizontal -> [
Flip blueprint vertical -> ]
Toggle "Alt-mode" -> Not set
Next clipboard -> Shift + Mouse wheel down
Previous clipboard -> Shift + Mouse wheel up
by curiosity
Tue Mar 14, 2023 10:28 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.76] Unexpected icon selector behavior when entering save name
Replies: 7
Views: 2022

Re: [1.1.76] Unexpected icon selector behavior when entering save name

Here you go. Incidentally, the bug confirmed in 1.1.77.
by curiosity
Tue Mar 07, 2023 11:22 am
Forum: Not a bug
Topic: [1.1.36] Incomplete tooltips in the areas and positions tab of the editor
Replies: 2
Views: 1318

Re: [1.1.36] Incomplete tooltips in the areas and positions tab of the editor

It's not obvious that something is in cursor so it can be cleared. So I think it deserves a mention.

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