Search found 12 matches
- Sun Oct 22, 2023 11:56 pm
- Forum: Modding help
- Topic: Barrel reordering
- Replies: 1
- Views: 327
Re: Barrel reordering
Change the order property of their subgroup to z.
- Sun Oct 22, 2023 5:46 pm
- Forum: Implemented for 2.0
- Topic: LuaEntity::custom_state_string
- Replies: 3
- Views: 656
LuaEntity::custom_state_string
Hi. I noticed lately that disabling machines via script leads to a terribly unhelpful 'disabled by script' tooltip. Basegame entities have things like 'no power' or 'no ingredients' or the like for these tooltips, which can be really helpful to newer players wanting to troubleshoot their setups. Hen...
- Mon Oct 16, 2023 9:55 pm
- Forum: Resolved Requests
- Topic: EnergySource's type property is not marked optional
- Replies: 10
- Views: 1231
- Sun Oct 15, 2023 2:58 pm
- Forum: Resolved Requests
- Topic: EnergySource's type property is not marked optional
- Replies: 10
- Views: 1231
- Sun Oct 15, 2023 4:25 am
- Forum: Modding interface requests
- Topic: LuaGuiElement (choose-elem-button) :: 'item-and-fluid' elem type
- Replies: 5
- Views: 1365
Re: LuaGuiElement (choose-elem-button) :: 'item-and-fluid' elem type
It seems ChatGPT suggests "item-and-fluid" as a solution when you want to select items and fluids, but tough luck, that doesn't work. Error while running event Kux-ProductionRates::on_gui_click (ID 1) Unknown elem_type: item-and-fluid Since I stumble over this for the second time, I thoug...
- Sat Oct 14, 2023 7:25 pm
- Forum: Resolved Requests
- Topic: EnergySource's type property is not marked optional
- Replies: 10
- Views: 1231
Re: EnergySource's type property is not marked optional
To elaborate, there are two reasons for this: 1. It disrupts the locality of the definition. You have to look at the outer context to see what the default value is. 2. It makes the codebase harder to extend. Imagine some property supports only one type of energy source and type is optional. Mods om...
- Sat Oct 14, 2023 7:02 pm
- Forum: Resolved Requests
- Topic: LuaSurface::find_entities_filtered has unexpected interactions with empty table arguments
- Replies: 1
- Views: 380
LuaSurface::find_entities_filtered has unexpected interactions with empty table arguments
I recently encountered a bug where I was passing an empty table ({}) to the name argument of LuaSurface::find_entities_filtered in my mod Drills of Drills . This had some unexpected, but not incomprehensible, undocumented behavior (though it did take me three versions of the mod to pin down what was...
- Sun Sep 17, 2023 7:14 am
- Forum: Implemented mod requests
- Topic: Add a new optional cliff_removal_probability/max_distance property to resources
- Replies: 1
- Views: 413
Add a new optional cliff_removal_probability/max_distance property to resources
In my mod, ClaustOrephobic, I modify the prototypes of basically every resource so that the whole world is covered in ore that blocks construction of non-drill/pumpjack buildings. Currently I have an issue where cliffs do not function , because cliff generation, like tree generation, will only place...
- Fri May 26, 2023 9:08 pm
- Forum: Modding interface requests
- Topic: entity_limitation and entity_limitation_blacklist for module prototypes
- Replies: 8
- Views: 1246
Re: entity_limitation and entity_limitation_blacklist for module prototypes
One issue with this is how to convey to the player what the limits are in a given module. The distinction of what recipes accept what module effects is already confusing. Hovering a machine's module slots gives a tooltip listing the accepted modules, including restrictions from the current recipe, ...
- Wed May 24, 2023 9:50 pm
- Forum: Modding interface requests
- Topic: entity_limitation and entity_limitation_blacklist for module prototypes
- Replies: 8
- Views: 1246
entity_limitation and entity_limitation_blacklist for module prototypes
Having the ability to forbid specific modules from being used in certain entities and for specific recipes would be an immensely powerful feature for more intuitively and granularly controlling module use for various use cases, such as progression gating (tier X machine caps out at Y module) or them...
- Sun Apr 16, 2023 10:15 pm
- Forum: Modding interface requests
- Topic: LuaCircuitNetwork.signals_changed
- Replies: 7
- Views: 1682
- Sun Jan 01, 2023 3:02 am
- Forum: Combinator Creations
- Topic: Extend pulse for S seconds
- Replies: 3
- Views: 4993
Re: Extend pulse for S seconds
I know this post is old, but this can be done in 2 combinators: an arithmetic combinator set to each % N => each feeding back into itself, connected to both the input and the output of a decider combinator set to each < N => 1 each. N of course being the extender length in ticks. Bonus: this extends...