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 ...
Search found 121 matches
- Sun Jun 01, 2025 7:44 pm
- Forum: Modding interface requests
- Topic: Option for LuaRendering to flash like alerts
- Replies: 3
- Views: 289
- 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 ...
- Mon May 26, 2025 12:55 pm
- Forum: Resolved Requests
- Topic: GameViewSettings slightly incorrect defaults
- Replies: 4
- Views: 457
Re: GameViewSettings slightly incorrect defaults
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.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.
- 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...
Problem I see with this, is that (afaik) some things that cause damage don't actually have a force associated with them...
- Sun May 25, 2025 8:49 pm
- Forum: Modding interface requests
- Topic: On_research_queued event
- Replies: 7
- Views: 1917
- 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 ...
In my case, I want to explicitly recreate the chat message so my fake layer on top of chat can be accurate ...
- 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
- 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 ...
- 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.
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.
- 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
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...
- 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 ...
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 ...
- 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 😅
Sorry for guiding them to a bug report when it was in fact not a bug 😅
- 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?
- 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 ...
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 ...
- 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
https://lua-api.factorio.com/2.0.47/def ... .inventory
- 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
You'll want to make a new bug report.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).
- 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 ...
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 ...
- 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 ...
I fairly regularly make my script trigger handlers a lookup based on the effect ...
- 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 ...
The problem associated with this, is that there's a number of jank to either fill in the slot that just spoiled, or to ...
- 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)
(and I object to the fact that this was poorly formulated.. I thought the multiple triggers was intentional)