Search found 888 matches

by Honktown
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...
by Honktown
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...
by Honktown
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...
by Honktown
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...
by Honktown
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...
by Honktown
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)
by Honktown
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 ...
by Honktown
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...
by Honktown
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

If an empty players table passed to LuaRendering draw functions means "everyone" not "nobody". It'd be convenient if that were noted somewhere.

-> I noted this on all draw methods for both the players and forces parameters.
by Honktown
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...
by Honktown
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 ...
by Honktown
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...
by Honktown
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...
by Honktown
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...
by Honktown
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 ...
by Honktown
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...
by Honktown
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...
by Honktown
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...
by Honktown
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...
by Honktown
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:
fogged.png
fogged.png (54.15 KiB) Viewed 605 times

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