Search found 888 matches
- Wed May 18, 2022 3:28 am
- Forum: Modding discussion
- Topic: Replacing Beacons with Overclocking Stations - possible?
- Replies: 24
- Views: 1609
Re: Replacing Beacons with Overclocking Stations - possible?
What is the event that triggers when robots place modules into a beacon? It would lead to a destruction of an 'item-request-proxy'. Unfortunately the only way to know when they're made from blueprints is if the entity in the blueprint had some... Not sure where that is. entity.item_requests will pr...
- Mon May 16, 2022 5:28 am
- Forum: Modding interface requests
- Topic: Access all fluidbox prototype data, or determine which fluidbox pipe connections are in use
- Replies: 2
- Views: 354
Re: Access all fluidbox prototype data, or determine which fluidbox pipe connections are in use
After some discussions, robot256 and I came to some conclusions: 1) there are no pipe *positions* directly available from the entity 2) Although one can use entity.fluidbox.get_connections(i) to see {an array of connected fluidboxes} connected to {this fluidbox}, this does not indicate *which* conne...
- Mon May 16, 2022 5:02 am
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 244
- Views: 27955
Re: Small documentation improvement requests
I'd like some rephrasing: https://lua-api.factorio.com/1.1.59/LuaFluidBox.html#LuaFluidBox.get_connections "The fluidbox connections for the given fluidbox index." This, I expected to be similar to pipe_connections of the fluidbox prototype: https://lua-api.factorio.com/latest/LuaFluidBox...
- Mon May 16, 2022 2:27 am
- Forum: Modding interface requests
- Topic: Access all fluidbox prototype data, or determine which fluidbox pipe connections are in use
- Replies: 2
- Views: 354
Re: Access all fluidbox prototype data, or determine which fluidbox pipe connections are in use
Have you seen entity.prototype.fluidbox_prototypes ? /c local entity_prototype = game.entity_prototypes["assembling-machine-2"] local fb_prototypes = entity_prototype.fluidbox_prototypes local ss = {""} for i, fb in pairs(fb_prototypes) do table.insert(ss, serpent.block(fb.pipe_c...
- Mon May 16, 2022 2:20 am
- Forum: Fixed for 1.2
- Topic: [1.1.59] Custom input's include_selected_prototype does not work on fluid slots in crafting machines
- Replies: 4
- Views: 334
Re: [1.1.59] Custom input's include_selected_prototype does not work on fluid slots in crafting machines
The assembler fluidbox API is a hot mess , so I'm not surprised it's not doing what you want. Assembler fluidboxes are assigned at runtime based on what recipe is selected. Each recipe can ignore, use, or merge the N different prototype fluidboxes to make M = (between 0 and N) dynamic fluidboxes. T...
- Sun May 15, 2022 7:57 pm
- Forum: Fixed for 1.2
- Topic: [1.1.59] Custom input's include_selected_prototype does not work on fluid slots in crafting machines
- Replies: 4
- Views: 334
Re: [1.1.59] Custom input's include_selected_prototype does not work on fluid slots in crafting machines
Related: viewtopic.php?p=539988#p539988
Open prototypes explorer GUI doesn't work with input/output fluids on assemblers, nor the input fluid on miners, but does work on the output fluid (e.g. yes: crude-oil from a pumpjack, no: sulfuric acid for uranium-ore)
Open prototypes explorer GUI doesn't work with input/output fluids on assemblers, nor the input fluid on miners, but does work on the output fluid (e.g. yes: crude-oil from a pumpjack, no: sulfuric acid for uranium-ore)
- Fri May 13, 2022 5:09 am
- Forum: Ideas and Suggestions
- Topic: Small-ish change: scrollable /editor
- Replies: 2
- Views: 257
one solution
I found a solution I was not aware about before: CTRL number pad+ and CTRL number pad- will change the interface zoom during play. They are in Settings -> Controls under Debug "Increase UI scale" and "Decrease UI scale". Very easy to reduce the scaling and then increase it again ...
- Mon May 09, 2022 5:44 pm
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 244
- Views: 27955
Re: Small documentation improvement requests
Clarity on LuaEntity secondary_selection_box is desired: 1) when does this apply? 2) there's no prototype definition for secondary selection box in a Prototype/Entity 3) it's not in the LuaEntityPrototype 4) is it entity-biased like LuaEntity.selection_box, or is it in un-adjusted dimensions? -> Th...
- Mon May 09, 2022 9:54 am
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 244
- Views: 27955
Re: Small documentation improvement requests
-> I noted this on all draw methods for both the players and forces parameters.
- Thu Apr 28, 2022 2:18 am
- Forum: Implemented mod requests
- Topic: crafting_queue_progress write
- Replies: 1
- Views: 200
crafting_queue_progress write
There are mods like jetpack that change the character, and crafting progress can be reset to 0, but not put to what it was. Alternatively: https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.crafting_progress exists for CraftingMachines, but not for the character (the entity with an invento...
- Mon Apr 25, 2022 10:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.57] changing dependency order may cause "corrupt map - bad load statistics size"
- Replies: 1
- Views: 557
[Rseding91] [1.1.57] changing dependency order may cause "corrupt map - bad load statistics size"
When dependency order of mods is the only thing that changes from before and after a save, AND prototypes are only added, then the 'corrupt map' message happens. Example: dependency_order_map_corruption_A_1.0.0.zip dependency_order_map_corruption_B_1.0.0.zip A_then_B.zip A has a procedural function ...
- Thu Apr 14, 2022 3:58 pm
- Forum: Modding help
- Topic: How to handle long running functions?
- Replies: 9
- Views: 477
Re: How to handle long running functions?
A consideration is Factorio's api is structured rather explicitly, and one may have to change expectations on how to accomplish some task. An example might be affecting every X that exists to do Y. Conceptually, your mod can be added to a running game, and you cannot get a "all-of-X" itera...
- Thu Apr 14, 2022 12:54 am
- Forum: Bug Reports
- Topic: remotes + "active-defense-equipment"s completely disregard target parameters
- Replies: 0
- Views: 202
remotes + "active-defense-equipment"s completely disregard target parameters
Modding related, there is annoying (imo broken) behavior with remotes and equipments. *everything* about the target behavior (the equipment's ammo_type) is somehow ignored, but also not "unused". equipments only are usable when enemies are nearby (remote behavior is never taken from equipm...
- Tue Mar 29, 2022 8:41 pm
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 244
- Views: 27955
Re: Small documentation improvement requests
Small request: https://lua-api.factorio.com/1.1.56/LuaEntityPrototype.html#LuaEntityPrototype.energy_usage Energy usage could be listed as joules/tick or "watts but in ticks"/"tick-watts". There are some other values that could probably have that added: max_energy_usage, max_ener...
- Sun Mar 27, 2022 8:06 pm
- Forum: Bug Reports
- Topic: [1.1.56] emissions_per_minute on an accumulator is weird
- Replies: 1
- Views: 320
[1.1.56] emissions_per_minute on an accumulator is weird
Here's a simple mod to demonstrate: accum_1.0.0.zip 1) accumulator.energy_source.emissions_per_minute > 0 2) only entity is the accumulator and there is pollution present (this situation came from the mod Warptorio) 3) biters form attack groups and rush at it, even when it's indestructible (which I ...
- Sun Mar 27, 2022 7:14 am
- Forum: Not a bug
- Topic: [1.1.56] Entity preview "missing"
- Replies: 1
- Views: 367
[1.1.56] Entity preview "missing"
On 1920x1080 and 125% zoom, the entity preview disappears and there's no option to disable this behavior: entity.png Presumably it's because of: "Some GUI fixes and improvements for screen resolutions under 1920×1080". 1) my screen is 1920x1080, so this description doesn't sound as if it s...
- Sat Mar 05, 2022 10:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.55] Crash with deconstruction order by backwards smart-dragging cross-force
- Replies: 3
- Views: 839
Re: [1.1.55] deconstruction order by backwards smart-dragging cross-force crash
Pipe crash: reproduction. 1) place pipes in a line, as one force 2) change force 3) place or ghost-place the first underground pipe on the long-end, on the nearest tile, facing away. If on the nearest tile, as the opposite underground is moving along the line, the pipes will have a reddish box inste...
- Sat Mar 05, 2022 10:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.55] Crash with deconstruction order by backwards smart-dragging cross-force
- Replies: 3
- Views: 839
[Genhis] [1.1.55] Crash with deconstruction order by backwards smart-dragging cross-force
smart dragging over an entity belonging to another force seems to cause an error, but only in the reverse direction. Applies to belts, and I am trying to reproduce with pipes. Visual example: crash_super_underground__2022-03-06_f1.1.53.mp4 error cut from log: error_snippet.txt Multiple steps require...
- Wed Feb 16, 2022 4:02 pm
- Forum: Ideas and Suggestions
- Topic: fog-of-war indicate(-able) on minimap
- Replies: 6
- Views: 605
Re: fog-of-war indicate(-able) on minimap
Do you mean with fog the direct radar coverage or the total range that will slowly uncovered? The currently visible chunks. The same view when one opens the map and can see which chunks are visible and not, in contrast to the normal minimap where all the chunks are bright. There used to be option f...
- Wed Feb 16, 2022 1:03 am
- Forum: Ideas and Suggestions
- Topic: fog-of-war indicate(-able) on minimap
- Replies: 6
- Views: 605
fog-of-war indicate(-able) on minimap
There's no way to indicate where chunks aren't updating on the minimap. An interface option or map-button to see fog all the time would be nice.
When placing radar for example, the fog is shown, but otherwise, only the zoomed-out map view will indicate it:
When placing radar for example, the fog is shown, but otherwise, only the zoomed-out map view will indicate it: