Search found 12 matches

by braxbro
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.
by braxbro
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...
by braxbro
Mon Oct 16, 2023 9:55 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

curiosity wrote:
Mon Oct 16, 2023 9:46 am
So you advocate for raising the entry level to modding? Not that I'm against, but I get the impression that it's not a popular idea.
I think that allowing modders to make shortcuts that are intuitive for those familiar with the game is good.
by braxbro
Sun Oct 15, 2023 2:58 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

curiosity wrote:
Sun Oct 15, 2023 7:51 am
See point one.
I don’t think that defaults need to be entirely localized to the structure. Especially if they’re intuitive for those who have worked with the game for awhile (assemblers defaulting to electric, furnaces defaulting to burner, etc.)
by braxbro
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...
by braxbro
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...
by braxbro
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...
by braxbro
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...
by braxbro
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, ...
by braxbro
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...
by braxbro
Sun Apr 16, 2023 10:15 pm
Forum: Modding interface requests
Topic: LuaCircuitNetwork.signals_changed
Replies: 7
Views: 1682

Re: LuaCircuitNetwork.signals_changed

DaveMcW wrote:
Tue May 25, 2021 10:55 am
I would like a read-only boolean property on LuaCircuitNetwork to tell when the contents of a circuit network have changed. I believe this already exists internally, it just needs to be exposed to Lua.
Why not make an event out of it?
by braxbro
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...

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