Search found 68 matches

by SWeini
Tue Jul 15, 2025 3:47 pm
Forum: Pending
Topic: [2.0.60] super-force-paste preview incorrect
Replies: 1
Views: 124

[2.0.60] super-force-paste preview incorrect

Trying to paste the top row onto a straight line of belts going the same direction. Preview suggests that another underground belt is added (middle row), but after execution it isn't (bottom row). I don't think that the extra underground belt is a good thing (see https://forums.factorio.com/129883 ...
by SWeini
Tue Jul 15, 2025 3:31 pm
Forum: Duplicates
Topic: [2.0.60] non-smart pasting of underground belts
Replies: 0
Views: 106

[2.0.60] non-smart pasting of underground belts

When trying to paste the top row onto a straight line of belt (middle row) going to the same direction, it adds additional underground belts that are absolutely not wanted (bottom row).

07-15-2025, 17-25-19.png

This is just a repro case, what I actually tried to copy&paste made a bit more sense ...
by SWeini
Tue Jun 24, 2025 4:22 am
Forum: Implemented mod requests
Topic: runtime access to fusion reactor/generator properties
Replies: 8
Views: 1001

Re: runtime access to fusion reactor/generator properties

Rseding91 wrote: Sun Jun 22, 2025 7:28 pm Ok, I added it for the next release.
Thanks for adding neighbour_connectable. Unfortunately I still don't have access to fluid usage of fusion reactors, see my last post. Bug or feature request?
by SWeini
Sat Jun 21, 2025 12:24 pm
Forum: Not a bug
Topic: [2.0.57] asteroid collector energy usage spiking
Replies: 2
Views: 215

Re: [2.0.57] asteroid collector energy usage spiking


Thanks for the report however this is working as intended. The arms consume power when they start moving towards a chunk and don't constantly draw power while in operation. This is done on purpose to avoid constantly needing to touch the energy source memory and the performance of doing that as it ...
by SWeini
Sat Jun 21, 2025 11:49 am
Forum: Not a bug
Topic: [2.0.57] asteroid collector energy usage spiking
Replies: 2
Views: 215

[2.0.57] asteroid collector energy usage spiking

06-21-2025, 13-46-05.png

This is the energy consumption of a single asteroid collector. Looks to me as if the arm's energy is only consumed for a single tick, even though it is moving all the time.

Expected behavior: If there is enough power, the arm should consume the max power for the whole ...
by SWeini
Sat Jun 21, 2025 10:00 am
Forum: Resolved Problems and Bugs
Topic: [2.0.57] Collected asteroid chunks missing from production statistics
Replies: 1
Views: 436

[2.0.57] Collected asteroid chunks missing from production statistics

I was testing some asteroid collector setups and was surprised to see that the collected chunks are completely missing from the production side of the statistics. I'd really expect this to be in line with mining drills and agricultural towers, where the generated resources appears in the production ...
by SWeini
Fri Jun 20, 2025 5:50 am
Forum: Documentation Improvement Requests
Topic: Improve runtime docs of TriggerEffectItem
Replies: 0
Views: 133

Improve runtime docs of TriggerEffectItem

Please take a look at TriggerEffectItem .

It is lacking all the extra fields that exist depending on the type, which are well documented for prototype stage. I don't know whether it's worth duplicating all that information, but it means that working with these in runtime stage currently doesn't ...
by SWeini
Fri Jun 20, 2025 5:35 am
Forum: Implemented mod requests
Topic: runtime access to fusion reactor/generator properties
Replies: 8
Views: 1001

Re: runtime access to fusion reactor/generator properties


Fluid usage is here: https://lua-api.factorio.com/latest/classes/LuaEntityPrototype.html#get_fluid_usage_per_tick

Neighbor connectable I didn't include - what's the point in having it?


Fluid usage works for fusion generator (even though the documentation doesn't say so) but always returns nil ...
by SWeini
Thu Jun 19, 2025 8:28 pm
Forum: Modding interface requests
Topic: LuaItemPrototype::get_module_effects(quality?)
Replies: 0
Views: 142

LuaItemPrototype::get_module_effects(quality?)

There is LuaItemPrototype::module_effects , but it is very difficult to properly calculate the effects of a module with given quality due to integer math and rounding going on. This problem got more serious with the addition of QualityPrototype::default_modifier . It's very difficult to reproduce ...
by SWeini
Thu Jun 19, 2025 8:20 pm
Forum: Implemented mod requests
Topic: Reading (fuel) inventory filter of ghosts
Replies: 1
Views: 455

Re: Reading (fuel) inventory filter of ghosts

Implemented in 2.0.56 with the addition of LuaEntity::get_inventory_filter
by SWeini
Thu Jun 19, 2025 8:18 pm
Forum: Implemented mod requests
Topic: runtime access to fusion reactor/generator properties
Replies: 8
Views: 1001

Re: runtime access to fusion reactor/generator properties

Rseding91 wrote: Wed Jun 11, 2025 1:44 pm I've added the missing ones for the next release.
I still can't find these properties:
- FusionReactorPrototype.neighbour_connectable
- FusionReactorPrototype.max_fluid_usage
by SWeini
Fri Jun 13, 2025 6:16 pm
Forum: Resolved Requests
Topic: Outdated information in LuaEntityPrototype.is_building
Replies: 1
Views: 315

Outdated information in LuaEntityPrototype.is_building

https://lua-api.factorio.com/latest/cla ... s_building

The list does not contain any of the space age building types, but they are buildings and are accepted by https://lua-api.factorio.com/latest/typ ... Flags.html "buildable-type"
by SWeini
Mon Jun 09, 2025 2:46 pm
Forum: Implemented mod requests
Topic: runtime access to asteroid collector arms
Replies: 1
Views: 278

runtime access to asteroid collector arms

I'd like to have access to these properties in runtime stage:

https://lua-api.factorio.com/latest/prototypes/AsteroidCollectorPrototype.html#arm_count_base
https://lua-api.factorio.com/latest/prototypes/AsteroidCollectorPrototype.html#arm_count_quality_scaling
https://lua-api.factorio.com/latest ...
by SWeini
Sun Jun 08, 2025 7:55 am
Forum: Documentation Improvement Requests
Topic: TechnologyModifier missing some types/properties
Replies: 0
Views: 420

TechnologyModifier missing some types/properties

Take a look at https://lua-api.factorio.com/latest/concepts/TechnologyModifier.html
It's missing many of the new things that came with SpaceAge.

I noticed the lack of quality if type == "unlock-quality" and the lack of space_location if type == "unlock-space-location".

There might be more missing ...
by SWeini
Fri Jun 06, 2025 6:21 am
Forum: Implemented mod requests
Topic: runtime access to fusion reactor/generator properties
Replies: 8
Views: 1001

runtime access to fusion reactor/generator properties

I'd like to have access to these properties in runtime stage:

Fusion Reactor:
https://lua-api.factorio.com/latest/prototypes/FusionReactorPrototype.html#neighbour_connectable
https://lua-api.factorio.com/latest/prototypes/FusionReactorPrototype.html#neighbour_bonus (can probably use the existing ...
by SWeini
Tue Jun 03, 2025 9:40 pm
Forum: Implemented mod requests
Topic: Reading (fuel) inventory filter of ghosts
Replies: 1
Views: 455

Reading (fuel) inventory filter of ghosts

I must be blind, but I can't find a way to read the fuel filter of ghosts. Would be really handy to know for my planned rate-calculator-like mod.

Please add such a method to LuaEntity or make it return semi-functioning LuaInventory instances
by SWeini
Sat May 31, 2025 10:05 am
Forum: Implemented mod requests
Topic: runtime access to asteroid dying effects
Replies: 1
Views: 471

runtime access to asteroid dying effects

I'd like to have access to this property in runtime stage:
https://lua-api.factorio.com/latest/prototypes/EntityWithHealthPrototype.html#dying_trigger_effect

This is needed to properly calculate where promethium chunks are coming from, because the chunks are not spawning directly. I guess ...
by SWeini
Sat May 31, 2025 8:21 am
Forum: Implemented mod requests
Topic: runtime access to starter pack surface
Replies: 1
Views: 495

runtime access to starter pack surface

I'd like to have access to this property in runtime stage:
https://lua-api.factorio.com/latest/prototypes/SpacePlatformStarterPackPrototype.html#surface

This is needed when calculating the game progression. I can read the surface from an existing space platform, but I can't know which surface ...
by SWeini
Sat May 31, 2025 3:45 am
Forum: Implemented mod requests
Topic: runtime access to UtilityConstants.rocket_lift_weight
Replies: 4
Views: 722

Re: runtime access to UtilityConstants.rocket_lift_weight

Please note that my request is not for having per-prototype rocket lift weights, but for having the one rocket lift weight available in runtime stage (without resorting to smuggling arbitrary data from data stage). Related, but still completely different.

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