Search found 151 matches

by PennyJim
Tue Oct 28, 2025 4:35 am
Forum: Modding interface requests
Topic: Include player information in errors
Replies: 1
Views: 155

Include player information in errors

I've seen a handful of mod bug reports where a player related event errors on a server, and people struggle to really explain what would have caused it because they aren't sure who caused it.

I'm proposing that for events related to a player (any that have a player_index), the ID and username of ...
by PennyJim
Tue Oct 28, 2025 12:30 am
Forum: Documentation Improvement Requests
Topic: [2.0.72] manually advancing the crafting progress on a quality recipe makes normal quality output
Replies: 4
Views: 283

Re: [2.0.72] manually advancing the crafting progress on a quality recipe makes normal quality output

Then this should be moved to Documentation Improvements so we can ask for that to be mentioned.
Something like:

Note: setting a non-zero value while it's zero will start a normal craft free of cost and irrespective of recipe quality. Set result_quality to have another quality result.


I'm not ...
by PennyJim
Fri Oct 24, 2025 12:49 am
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 1348

Re: Discussion/Poll: Potential unification of recipe category & additional_categories

I think I'm actively opposed to requiring categories. The vast majority of modders and recipes don't want anything other than the current default behavior (in my opinion).
I don't think modders currently even consider the category unless they specifically want something other than the default. As ...
by PennyJim
Wed Oct 22, 2025 8:33 pm
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 1348

Re: Discussion/Poll: Potential unification of recipe category & additional_categories

I was under the impression that the latter of A was already going to happen (merging the fields).

And I do think I prefer a default of {"crafting"}. My question is, how would it behave if you were to give it {}?
I went and checked the machine, and it errors without any crafting categories, so I ...
by PennyJim
Wed Oct 22, 2025 6:29 pm
Forum: Documentation Improvement Requests
Topic: LuaHelpers Docs only in Runtime Stage
Replies: 2
Views: 203

Re: LuaHelpers Docs only in Runtime Stage

It is listed as one of the main global objects on the prototype index

Not sure there's a good way to make them show up in the search..
by PennyJim
Mon Oct 20, 2025 3:50 am
Forum: Already exists
Topic: In-place fast_replace for create_entity
Replies: 3
Views: 241

Re: In-place fast_replace for create_entity

If it can be made a "mode" type parameter where you can make it mark the replaced entity for deconstruction instead, then it could be manually destroyed without letting the user (or their bots) have a chance to actually mine it.

This would also be a possible fix for a bad bug I have in my mod that ...
by PennyJim
Mon Oct 20, 2025 3:40 am
Forum: Modding interface requests
Topic: Targeted Fast Replace
Replies: 1
Views: 184

Targeted Fast Replace

I currently have a pretty bad bug in the mod Wide Containers . I previously tried 'fixing' one of the causes with a bug report: https://forums.factorio.com/130389
But it's been understandably deemed "not a bug".

Because the actual root of my issue was the LuaSurface::create_entity fast replace ...
by PennyJim
Sun Oct 19, 2025 10:19 pm
Forum: Modding interface requests
Topic: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)
Replies: 7
Views: 390

Re: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)

It would require a big warning that they don't update until the inserters themselves update, otherwise I'm confident people would bug report it
(And some probably still will with it, but at just we can tap the sign)
by PennyJim
Tue Oct 14, 2025 10:57 pm
Forum: Modding interface requests
Topic: [Suggestion] Changes to auto recycle
Replies: 5
Views: 386

Re: [Suggestion] Changes to auto recycle


As modder you can change recycling recipe generation yourself however you want.
It's not done in game engine, everything (except using specific recipe category) is done in lua.


While it is in Lua, it's not as if you can just change the code from another mod.
You can undo said changes, but we ...
by PennyJim
Tue Oct 14, 2025 9:16 pm
Forum: Modding interface requests
Topic: [Suggestion] Changes to auto recycle
Replies: 5
Views: 386

Re: [Suggestion] Changes to auto recycle

I personally just wish we could somehow provide/change the second argument to this function call
https://github.com/wube/factorio-data/blob/4dff6a5f3992e3d39a96491aa9d7d4413ab01c85/quality/data-updates.lua#L5
That way if you want non-overwriting behavior you can just add it to your `can_recycle ...
by PennyJim
Mon Oct 13, 2025 12:09 pm
Forum: Resolved Requests
Topic: Please clarify what can be stored in dictionary objects
Replies: 8
Views: 566

Re: Please clarify what can be stored in dictionary objects


I'm not sure where specific valid entries such as day-night-cycle, magnetic-field, solar-power, pressure, and gravity are documented in the API. Also, when looking at other modded planets, it seems possible to define additional attributes such as temperature, but I couldn’t find any mention that ...
by PennyJim
Mon Oct 13, 2025 6:04 am
Forum: Resolved Requests
Topic: Please clarify what can be stored in dictionary objects
Replies: 8
Views: 566

Re: Please clarify what can be stored in dictionary objects

Doesn't your given example describe what it takes?
https://lua-api.factorio.com/latest/classes/LuaSurfacePrototype.html#surface_properties
10-12-2025, 23-55-41.png

It displays as dictionary[ SurfacePropertyID -> double ] for me
Meaning that the keys are SurfacePropertyID's with their values being ...
by PennyJim
Sun Oct 12, 2025 4:49 am
Forum: Won't implement
Topic: Promote Circuit Connections to Base Entity Type
Replies: 2
Views: 205

Promote Circuit Connections to Base Entity Type

If you look at the "used in" of the CircuitConnectorDefinition , you see a long list of individual entities implementing the ability to connect a circuit to it.

My hope is to promote that to some baser entity type (probably EntityWithOwner ) so you can make just about any entity connectable to ...
by PennyJim
Sun Oct 12, 2025 4:19 am
Forum: Modding interface requests
Topic: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)
Replies: 7
Views: 390

Re: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)

Considering my understanding is that an entity "wakes up" the inserters around it, I would assume this information is already available in some form.

Don't know how convertible to an api field that is though
by PennyJim
Sat Oct 11, 2025 11:53 pm
Forum: Bug Reports
Topic: [2.0.69][Modding] SimulationDefinition::game_view_settings seemingly does nothing
Replies: 2
Views: 330

Re: [2.0.69][Modding] SimulationDefinition::game_view_settings seemingly does nothing

Rseding91 wrote: Sat Oct 04, 2025 8:00 pm it looks like currently game view settings only apply if you create a test player through https://lua-api.factorio.com/latest/cla ... est_player
Maybe this should be moved to documentation improvements then?
by PennyJim
Sat Sep 27, 2025 4:17 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.68] LuaRendering::draw_text shows up in fog of war with rich text
Replies: 1
Views: 1101

[Genhis][2.0.68] LuaRendering::draw_text shows up in fog of war with rich text

I've gotten a bug report about my mod Biter Memoirs about our LuaRenderObjects showing up in fog of war. With a bit of investigating, I've found it's specifically the use_rich_text option that causes this.

Take this snippet of code, and then hover over an entity near the left edge of fog of war
You ...
by PennyJim
Fri Sep 26, 2025 12:21 am
Forum: Resolved Problems and Bugs
Topic: [2.0.68] CustomTooltipField doesn't show up on Recipes
Replies: 1
Views: 953

[2.0.68] CustomTooltipField doesn't show up on Recipes

As the title states, we cannot do custom tooltips on recipes when we can still do localized descriptions (the old method of custom tooltips)

Since it's on the Prototype I would've expected it to work on at least the major four (Items, Entities, Recipes, and Technologies).
I can concede it maybe not ...
by PennyJim
Thu Sep 18, 2025 9:32 pm
Forum: Resolved Requests
Topic: LuaEntity::mirroring specifics
Replies: 1
Views: 435

LuaEntity::mirroring specifics

Boskid recently gave pretty good detail about what exactly it means for an entity to be mirrored
I believe it should make it into the documentation


when i was un-messing the entity flipping logic and mirroring logic (and there as a lot of stuff to un-mess), i came up with following rule that ...
by PennyJim
Thu Sep 18, 2025 9:26 pm
Forum: Resolved Requests
Topic: LuaEntity::orientation doesn't mention turrets
Replies: 2
Views: 374

Re: LuaEntity::orientation doesn't mention turrets

Oh... I didn't even notice the latest post was recent :P
by PennyJim
Thu Sep 18, 2025 6:06 pm
Forum: Resolved Requests
Topic: LuaEntity::orientation doesn't mention turrets
Replies: 2
Views: 374

LuaEntity::orientation doesn't mention turrets

I noticed the fact that relative_turret_orientation seems to leave out regular turrets, and then someone shared https://forums.factorio.com/34552 with me

I would assume this is still valid, and if so it should get documented.
Either orientation should expand upon what "smooth orientation" means ...

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