Search found 10 matches

by HermanyAI
Thu Jun 19, 2025 6:41 pm
Forum: Bug Reports
Topic: [2.0.57] hidden elem_filter not respected by -with-quality choose-elem-button
Replies: 0
Views: 53

[2.0.57] hidden elem_filter not respected by -with-quality choose-elem-button

Follow-up to https://forums.factorio.com/viewtopic.php?p=673493 - thank you for considering this nitpick in the first place :) You guys are awesome

I probably should've included the -with-quality elems alongside original post, but yeah - they seem to not respect hidden filter, while the rest do ...
by HermanyAI
Sat May 31, 2025 6:56 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.54] hidden elem_filter in choose-elem-button doesn't actually show hidden entries
Replies: 1
Views: 645

[2.0.54] hidden elem_filter in choose-elem-button doesn't actually show hidden entries

LuaGuiElement#elem_filters in examples mentions the hidden filter:


-- Then, there are some types of filters that work on a specific kind of attribute. The following will configure a
-- choose-elem-button of type "entity" to only show entities that have their "hidden" flags set.
button.elem ...
by HermanyAI
Wed May 28, 2025 4:08 pm
Forum: Implemented mod requests
Topic: [2.0.28] Furnace interaction with item+fluid ingredients should be clarified
Replies: 4
Views: 796

Re: [2.0.28] Furnace interaction with item+fluid ingredients should be clarified

Yeah I've never followed up with this. I tried flipping the ingredient order now and it works in 2.0.52, it seems to be a bug fixed since at least 2.0.48
by HermanyAI
Tue May 20, 2025 11:56 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.51] choose-elem-button sticky hover if enabled with script then had selection
Replies: 1
Views: 981

[2.0.51] choose-elem-button sticky hover if enabled with script then had selection

1. Create a choose-elem-button with any elem_type, but starting disabled
2. Enable it later. If running Space Age, assign any elem_filters to it, otherwise it will work as expected
3. Perform selection
4. Expect its graphics to return to normal. Instead it's as if it's still being hovered over ...
by HermanyAI
Mon May 12, 2025 5:28 pm
Forum: Modding interface requests
Topic: Plant - agricultural tower relations
Replies: 3
Views: 286

Re: Plant - agricultural tower relations

Thank you, genuinely! You lot are the best. This can be considered implemented in my opinion
Genhis wrote: Mon May 12, 2025 2:47 pm Keep in mind that a plant can be registered in multiple agricultural towers.
Curious, would this mean that any one of the agricultural towers may mine that plant, or does it imply something else?
by HermanyAI
Sat May 10, 2025 1:03 pm
Forum: Implemented mod requests
Topic: Inferring agricultural tower planting bounds at runtime
Replies: 1
Views: 258

Inferring agricultural tower planting bounds at runtime

There is no way to infer the bounds of an agricultural tower at runtime.
Exposing AgriculturalTowerPrototype#radius and AgriculturalTowerPrototype#growth_grid_tile_size (EDIT: already is, didn't notice) to LuaEntityPrototype is enough.

There is LuaEntityPrototype#radius already but it's related to ...
by HermanyAI
Sat May 10, 2025 12:54 pm
Forum: Modding interface requests
Topic: Plant - agricultural tower relations
Replies: 3
Views: 286

Plant - agricultural tower relations

When an agricultural tower is hovered over, the plants that it seeded are shown:
05-10-2025, 14-39-11.png

It would be nice to have that exposed in runtime API, say with this signature:

[AgriculturalTower only] LuaEntity ::get_owned_plants() -> array[ LuaEntity ]

I imagine the game engine doesn ...
by HermanyAI
Sun May 04, 2025 12:07 am
Forum: Implemented mod requests
Topic: Cargo bay reverse relation to connected platform hub/landing pad
Replies: 1
Views: 259

Cargo bay reverse relation to connected platform hub/landing pad

There is LuaEntity#get_cargo_bays for relating space platform hub / cargo landing pad to its cargo bays, but no clean way to go in reverse.

Workaround for when connected to platform hub is cargo bay entity's .surface.platform.hub . When it's connected to landing pad, mod has to either keep track of ...
by HermanyAI
Sun Dec 29, 2024 10:55 pm
Forum: Implemented mod requests
Topic: [2.0.28] Furnace interaction with item+fluid ingredients should be clarified
Replies: 4
Views: 796

[2.0.28] Furnace interaction with item+fluid ingredients should be clarified

Imagine if recycling recipes required a fluid. Say you specify the fluid as 2nd ingredient:

data:extend({{
type = "recipe",
...
ingredients = {
{type = "item", name = item_name, amount = 1},
{type = "fluid", name = "promethium-emulsion", amount = fluid_requirement}
},
...
}})

Game would ...
by HermanyAI
Mon Dec 09, 2024 12:39 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.24] Crash typing in console in remote view (agui::Layout::recursivePaintChildrenInternal)
Replies: 2
Views: 1058

[Rseding91] [2.0.24] Crash typing in console in remote view (agui::Layout::recursivePaintChildrenInternal)

Been on multiplayer with a friend for a while and eventually we ran into slight UPS problems. Friend decided to install this mod https://mods.factorio.com/mod/FPS_Friendly_Thrusters.
Now i'm running into an always reproducible crash, for some reason only on that multiplayer save. Beyond that we also ...

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