Search found 121 matches

by PennyJim
Sun Jun 01, 2025 7:44 pm
Forum: Modding interface requests
Topic: Option for LuaRendering to flash like alerts
Replies: 3
Views: 289

Option for LuaRendering to flash like alerts

I've had a couple instances of making a LuaRenderObject to specifically mimic a custom alert. Of course combined with adding the custom alert to every player on a force.

A single static sprite isn't the most obvious, nor does it really mimic alerts all that well. I'd like some way to tap into the ...
by PennyJim
Thu May 29, 2025 8:42 pm
Forum: Resolved Requests
Topic: Inconsistent use of "count" and "amount" in modding api
Replies: 4
Views: 489

Re: Inconsistent use of "count" and "amount" in modding api


Not always. Fluids are usually amount, but items are inconsistent. The most prominent example is that minable and placeable_by uses count, while recipe ingredients and products uses amount.


Hence "generally". I see that specific example more as fluid can take decimals and the Ingredient and ...
by PennyJim
Mon May 26, 2025 12:55 pm
Forum: Resolved Requests
Topic: GameViewSettings slightly incorrect defaults
Replies: 4
Views: 457

Re: GameViewSettings slightly incorrect defaults

Therenas wrote: Mon May 26, 2025 8:27 am I could do "`true` or value of `default_show_value`" I guess, but not sure if that's really clearer.
I personally think that's clearer. Though you'd probably want to swap the order so it more clearly uses the value of the field if set and uses a default if unset.
by PennyJim
Mon May 26, 2025 3:00 am
Forum: Modding interface requests
Topic: Damage-specific bonus SimpleModifiers
Replies: 1
Views: 175

Re: Damage-specific bonus SimpleModifiers

Oh I love this idea. Would encourage actually adding more damage types.

Problem I see with this, is that (afaik) some things that cause damage don't actually have a force associated with them...
by PennyJim
Sun May 25, 2025 8:49 pm
Forum: Modding interface requests
Topic: On_research_queued event
Replies: 7
Views: 1917

Re: On_research_queued event

PennyJim wrote: Sat Mar 09, 2024 10:19 pm There's on_research_cancelled, which I wish would include the player that cancelled it (if relevant)
Both a bump and mentioning that I've finally actually made this its own request like it should've been:
129022
by PennyJim
Sun May 25, 2025 8:48 pm
Forum: Modding interface requests
Topic: Add player to research manipulation events
Replies: 2
Views: 303

Add player to research manipulation events

The player is attributed in chat to things like starting(?) or canceling research. I'd prefer if the events also had an optional parameter for the player index so we can do similar things.

In my case, I want to explicitly recreate the chat message so my fake layer on top of chat can be accurate ...
by PennyJim
Sun May 25, 2025 3:08 am
Forum: Documentation Improvement Requests
Topic: option to filter LuaEntity members by entity type
Replies: 4
Views: 324

Re: option to filter LuaEntity members by entity type

And please put it in the machine readable api so external programs can do the same
by PennyJim
Fri May 23, 2025 7:26 pm
Forum: Modding interface requests
Topic: Add prototype descriptor to error function
Replies: 8
Views: 554

Re: Add prototype descriptor to error function


can you explain the proposed error message again?


A way to error with prototype history (like prototype errors) if you're aborting because of a specific prototype.

Like so the Quality mod can also blame other mods, instead of just everyone thinking it's the Quality mod's fault some how. The ...
by PennyJim
Fri May 23, 2025 12:39 pm
Forum: Modding interface requests
Topic: Add prototype descriptor to error function
Replies: 8
Views: 554

Re: Add prototype descriptor to error function

That's why your mod will be listed as one of the ones at fault even if you're not on the history for that prototype.

I can concede that maybe the error should be specially formatted to provide emphasis on which mod threw it. Meaning this is less of a drop in idea like I was initially thinking.
by PennyJim
Thu May 22, 2025 11:23 pm
Forum: Modding interface requests
Topic: Support drag to reorder for GUI Elements
Replies: 6
Views: 338

Re: Support drag to reorder for GUI Elements

curiosity wrote: Thu May 22, 2025 11:19 pm Duplicate of viewtopic.php?t=100481
Damnit, I tried looking for other requests. In my defense, mine actually has improvement details to limit the scope of the idea instead of just asking for it...
by PennyJim
Thu May 22, 2025 7:46 pm
Forum: Modding interface requests
Topic: Support drag to reorder for GUI Elements
Replies: 6
Views: 338

Support drag to reorder for GUI Elements

There's a number of times people want to make a GUI with a fancy drag to reorder list, like replicating the train schedule menu for various other reasons.

I'm imagining it either being a new element like "reorderable-list" or maybe an argument like allow_reorder on the "scroll-pane" , that lets the ...
by PennyJim
Wed May 21, 2025 9:11 pm
Forum: Technical Help
Topic: [2.0.47] Game stuck in loading screen via uninstalled mod.
Replies: 7
Views: 330

Re: [2.0.47] Game stuck in loading screen via uninstalled mod.

Okay I didn't make the connection that the fact that it wasn't installed was a screenshot taken from the computer instead of the steam deck (since the steam deck can't load into a mod manager since that mod freezes startup)

Sorry for guiding them to a bug report when it was in fact not a bug 😅
by PennyJim
Wed May 21, 2025 8:56 pm
Forum: Technical Help
Topic: [2.0.47] Game stuck in loading screen via uninstalled mod.
Replies: 7
Views: 330

Re: [2.0.47] Game stuck in loading screen via uninstalled mod.

Seems like the bug might actually be the fact that mod management seems to declare that it's not downloaded?
by PennyJim
Mon May 12, 2025 6:23 pm
Forum: Modding interface requests
Topic: Add prototype descriptor to error function
Replies: 8
Views: 554

Re: Add prototype descriptor to error function

To bump this and add more information ;)

I want to be able to declare a specific prototype as the cause of an issue, like this:
error("This prototype is in an invalid state for applying this affect to", type, name)

So when the error appears to the User, it taps into the prototype tracking and ...
by PennyJim
Sun May 04, 2025 10:35 pm
Forum: Implemented mod requests
Topic: Agriculture Tower missing inventory defines
Replies: 1
Views: 177

Agriculture Tower missing inventory defines

There are no defines for the agriculture tower inventories:

https://lua-api.factorio.com/2.0.47/def ... .inventory
by PennyJim
Sun Apr 20, 2025 8:42 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.104] Daisy-chained research labs can jam with modded tech costs
Replies: 3
Views: 1417

Re: [1.1.104] Daisy-chained research labs can jam with modded tech costs

Hexicube wrote: Sat Apr 19, 2025 7:41 pm This has resurfaced on 2.0.43 (probably earlier versions too, I only recently updated the mod).
You'll want to make a new bug report.
by PennyJim
Mon Apr 07, 2025 5:02 pm
Forum: Resolved Requests
Topic: LuaControl::open_factoriopedia_gui has wrong parameter type
Replies: 1
Views: 215

LuaControl::open_factoriopedia_gui has wrong parameter type

LuaControl::open_factoriopedia_gui clearly lists "PrototypeBase" as its parameter
I feel confident in saying that it should've been LuaPrototypeBase

Edit: People with the power peeked and it seems like it's *actually* supposed to be an entirely new type. I'll let the people who can actually see ...
by PennyJim
Wed Mar 26, 2025 7:08 pm
Forum: Modding interface requests
Topic: Make a script trigger event effect
Replies: 0
Views: 146

Make a script trigger event effect

We now have CustomEventPrototype s, and I think this promotion should trickle down to the script triggers. This could be by modifying the script trigger effect, but I'm thinking more like an alternative effect entirely.

I fairly regularly make my script trigger handlers a lookup based on the effect ...
by PennyJim
Wed Mar 26, 2025 6:50 pm
Forum: Modding interface requests
Topic: Make Items Spoiling (or the script trigger) a separate event
Replies: 0
Views: 104

Make Items Spoiling (or the script trigger) a separate event

Currently, everyone is using the spoil_trigger with a script trigger to react to special items spoiling. Using it to add features that simply aren't possible for various reasons.

The problem associated with this, is that there's a number of jank to either fill in the slot that just spoiled, or to ...
by PennyJim
Wed Mar 26, 2025 5:52 pm
Forum: Won't implement
Topic: Make items_per_trigger = 0 a special case
Replies: 2
Views: 489

Re: Make items_per_trigger = 0 a special case

Completed as of 2.0.42 with 127568

(and I object to the fact that this was poorly formulated.. I thought the multiple triggers was intentional)

Go to advanced search