[0.17.24] CustomInput.consumes does nothing

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jarcionek
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[0.17.24] CustomInput.consumes does nothing

Post by jarcionek »

I am not sure whether it's a bug or I am just being an idiot and don't understand what I am reading.

I am looking at these sources:
https://wiki.factorio.com/Types/ConsumingType
https://lua-api.factorio.com/latest/Lua ... otype.html
viewtopic.php?t=30644

I am trying to make my mod swallow the game's action and I want to do something else instead, but no matter what "consumes" value I choose, the game's action always happens.

jarcionek
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Re: [0.17.24] CustomInput.consumes does nothing

Post by jarcionek »

Never mind, it should have been "consuming" and not "consumes".

Shouldn't the game fail to load such mod, saying that it's an unknown key?

Also, I can see that option such as "all" still works, as per the post I linked, but the modding API and wiki don't list it. Can I still use it or is it going to be removed at some point?

Bilka
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Re: [0.17.24] CustomInput.consumes does nothing

Post by Bilka »

"all" used to be a thing but it was removed. Right now it translates to "game only". So use the ones listed on the wiki to get the results that you want, "all" is simply backwards compatibility.

The game doesn't care about extra data in the prototype stage. That behavior is documented on the data lifecycle lua api page and on the prototype definitions page on the wiki.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

jarcionek
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Re: [0.17.24] CustomInput.consumes does nothing

Post by jarcionek »

Ok, thanks.

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