Search found 9 matches

by undermark5
Sun May 07, 2023 6:47 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 86201

Re: Documentation Improvement Requests

... but couldn't it get changed to give the index/key of any new equipment in the grid's equipment table? The event already has that? "equipment" https://lua-api.factorio.com/latest/events.html#on_player_placed_equipment I'm aware, I'm saying that rather than firing the event multiple tim...
by undermark5
Sat May 06, 2023 9:48 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 86201

Re: Documentation Improvement Requests

It would be good to add a note to "on_player_placed_equipment" indicating that it is triggered multiple times when ctrl-clicking in a stack of equipment. While it makes sense as to why this would be the case (you are adding multiple items and they each get a specific position in the grid),...
by undermark5
Fri May 05, 2023 1:40 am
Forum: Modding interface requests
Topic: Mod API add event that fires before character's main inventory changes size
Replies: 2
Views: 659

Re: Mod API add event that fires before character's main inventory changes size

I'm not 100% certain that "on_player_droped_item" actually fires for when inventory spills, it might, but with that approach, it would mean reacting to every single item that is spilled out of the inventory, rather than stacks. Vanilla has a fair number of items that can stack to 100, and ...
by undermark5
Sun Apr 30, 2023 7:35 pm
Forum: Modding interface requests
Topic: Mod API add event that fires before character's main inventory changes size
Replies: 2
Views: 659

Mod API add event that fires before character's main inventory changes size

I'm the author of a mod called SpillProof, currently I set all armor bonuses to 0 and listen for armor slot changes to manually add and remove slots via the character's bonus slot value in an attempt to prevent items from spilling when you accidentally unequip armor (the items stacks are moved to a ...
by undermark5
Fri May 22, 2020 6:13 pm
Forum: Not a bug
Topic: [0.18.26] Forces are not friendly with themselves
Replies: 7
Views: 1132

Re: [0.18.26] Forces are not friendly with themselves

Right, it could be abused if it automatically created a symmetric relationship, however, given Rseding's very definitive response, symmetric friend is not something that will be implemented. I'm fine with that, what I'm not fine with is the notion of friend conveys an idea of a mutual reciprocating ...
by undermark5
Fri May 22, 2020 12:54 am
Forum: Not a bug
Topic: [0.18.26] Forces are not friendly with themselves
Replies: 7
Views: 1132

Re: [0.18.26] Forces are not friendly with themselves

Right, the functionality might not need to change, but the documentation or the method name should definitely be changed to make things more clear.
by undermark5
Fri May 22, 2020 12:23 am
Forum: Not a bug
Topic: [0.18.26] Forces are not friendly with themselves
Replies: 7
Views: 1132

Re: [0.18.26] Forces are not friendly with themselves

So, in theory a force could grant all other forces access to their buildings and resources but none of the other forces are required to do so? To me, that is not friends... In all other situations that I'm familiar with, friends are symmetric, that is, someone cannot be your friend unless you are th...
by undermark5
Thu May 21, 2020 11:32 pm
Forum: Not a bug
Topic: [0.18.26] Forces are not friendly with themselves
Replies: 7
Views: 1132

Re: [0.18.26] Forces are not friendly with themselves

Also, it would appear that friendliness is not symmetric either (case stated above is reflexive). In other words, Force B is friend of Force A, but Force A is not necessarily friend of Force B, is there a reason for this specific behavior?
by undermark5
Thu May 21, 2020 11:06 pm
Forum: Not a bug
Topic: [0.18.26] Forces are not friendly with themselves
Replies: 7
Views: 1132

[0.18.26] Forces are not friendly with themselves

I'm working on updating the mod Nice Try, Train to be a bit more robust and configurable. In trying add an option to allow the trains of non-friendly forces to kill the player I was trying to use the get_friend method from the player's force with the train's force as a parameter. In my testing it ap...

Go to advanced search