From my testing it seems like there's at least three changes that are not documented in map-gen-settings.exmaple.json and they may be more.
1. The seed field no longer seems to apply. Setting to the seed to a number and repeatedly calling --create with the settings keeps generating different maps ...
Search found 60 matches
- Sat May 24, 2025 6:14 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.52] Update map-gen-settings.example.json
- Replies: 0
- Views: 245
- Sat May 24, 2025 4:01 am
- Forum: Assigned
- Topic: [Lou][2.0.52] Super forced build from clipboard not generate enough events
- Replies: 2
- Views: 300
Re: [2.0.52] Super forced build from clipboard not generate enough events
Where'd you get that log? Is there a debug tool for events?
- Sat May 24, 2025 3:55 am
- Forum: Bug Reports
- Topic: [2.0.43] Rail signals cannot be ghost-placed next to a rail in oil ocean
- Replies: 9
- Views: 1028
Re: [2.0.43] Rail signals cannot be ghost-placed next to a rail in oil ocean
This is a consequence of the way the filter-directions entity flag works. Whenever your cursor moves to a new tile while holding an item whose place result has the filter-directions flag it starts a search. It will check to see if that entity can be built in each direction starting with north and ...
- Tue May 13, 2025 3:30 pm
- Forum: Resolved Requests
- Topic: Required Modifier Order of key_sequence
- Replies: 1
- Views: 213
Required Modifier Order of key_sequence
From my testing below when multiple modifier keys are specified in a key_sequence of a CustomInputPrototype, they must be ordered: CONTROL < SHIFT < COMMAND < ALT or the sequence will not be recognized by the engine.
I tested this by adding all possible orderings of all subsets of the four listed ...
I tested this by adding all possible orderings of all subsets of the four listed ...
- Mon May 12, 2025 9:24 pm
- Forum: Implemented mod requests
- Topic: Full LuaSchedule support for interrupts
- Replies: 6
- Views: 425
Re: Full LuaSchedule support for interrupts
Sorry, I'm referring to the inside_interrupt that's part of a ScheduleInterrupt .It seems to track the check box "Allow interrupting other interrupts":
As far as I can tell this can be modified through getting the ScheduleInterrupt table, modifying it, and then setting it back, but it would be nice ...
As far as I can tell this can be modified through getting the ScheduleInterrupt table, modifying it, and then setting it back, but it would be nice ...
- Mon May 12, 2025 9:09 pm
- Forum: Modding interface requests
- Topic: Add optional destination and player parameters to launch_rocket
- Replies: 6
- Views: 583
Re: Add optional destination and player parameters to launch_rocket
Makes sense. For Factorio Access, we're probably going to have to implement those checks ourselves anyway to read out useful error messages to the player, so I don't think it matters much to us.
- Mon May 12, 2025 5:44 pm
- Forum: Modding interface requests
- Topic: Add optional destination and player parameters to launch_rocket
- Replies: 6
- Views: 583
Re: Add optional destination and player parameters to launch_rocket
Excellent! Character added in 2.0.48.
This could be moved to implemented.
This could be moved to implemented.
- Mon May 12, 2025 5:20 pm
- Forum: Implemented mod requests
- Topic: Full LuaSchedule support for interrupts
- Replies: 6
- Views: 425
Re: Full LuaSchedule support for interrupts
Whoops! I didn't check on ScheduleRecordPosition. In that case, the majority of my request is satisfied. Thanks!
I think the only thing left is copy_record accepts uint for it's indexes rather than ScheduleRecordPositions. Could that be modified to accept ScheduleRecordPosition instead?
Also, it ...
I think the only thing left is copy_record accepts uint for it's indexes rather than ScheduleRecordPositions. Could that be modified to accept ScheduleRecordPosition instead?
Also, it ...
- Sat May 10, 2025 5:53 pm
- Forum: Modding interface requests
- Topic: read Lightning protection status
- Replies: 1
- Views: 151
read Lightning protection status
There doesn't seem to be a way to read if a position (or entity) is protected by lightning attractors. I'm pretty sure I could work it out, but it would be a lot more performant if the engine would do it for us.
- Sat May 10, 2025 5:43 pm
- Forum: Implemented mod requests
- Topic: Full LuaSchedule support for interrupts
- Replies: 6
- Views: 425
Full LuaSchedule support for interrupts
I love the LuaSchedule interface for modifying schedules.
However, when I want to modify the schedule of an interrupt I mostly have to fall back on the get table, modify table, set table method.
I have two proposals for adding full support for modifying the API. The first follows the examples set ...
However, when I want to modify the schedule of an interrupt I mostly have to fall back on the get table, modify table, set table method.
I have two proposals for adding full support for modifying the API. The first follows the examples set ...
- Sat May 03, 2025 10:02 pm
- Forum: Modding interface requests
- Topic: Segmented Unit entity relationship
- Replies: 5
- Views: 409
Segmented Unit entity relationship
I'd like segmented units and their segments to be easily related to each other.
right now as a work around you can find entities filtered and then use unit_number to relate them since it seems like they are consecutive starting from the head. But this seems brittle, which is worrisome. It's also ...
right now as a work around you can find entities filtered and then use unit_number to relate them since it seems like they are consecutive starting from the head. But this seems brittle, which is worrisome. It's also ...
- Sat May 03, 2025 5:43 pm
- Forum: Modding interface requests
- Topic: Add optional destination and player parameters to launch_rocket
- Replies: 6
- Views: 583
Re: Add optional destination and player parameters to launch_rocket
Yay, destination got added!
Still would love to see player get added.
Still would love to see player get added.
- Sat Apr 05, 2025 5:06 pm
- Forum: Modding interface requests
- Topic: Add optional destination and player parameters to launch_rocket
- Replies: 6
- Views: 583
Re: Add optional destination and player parameters to launch_rocket
With the cargo_pod additions in the API in version 2.0.34, setting the destination is now possible. Yay! This allows for launching cargo to a space platform (you just have to set the destination of the cargo pod after launching as launching will overwrite whatever destination was there before. It ...
- Fri Mar 28, 2025 11:20 pm
- Forum: Duplicates
- Topic: [2.0.42] rail planner can plan rail supports that collide with each other
- Replies: 1
- Views: 121
[2.0.42] rail planner can plan rail supports that collide with each other
I was just checking out what happens with the ghost rail planner in convoluted scenarios and I manged to get it to plan a path that places two rail supports that collide with each other. I was in editor mode, but it's reproducible in remote and character modes.
The two rail supports just to the ...
The two rail supports just to the ...
- Thu Mar 27, 2025 3:35 am
- Forum: Won't implement
- Topic: Direction information of the player cursor
- Replies: 9
- Views: 2182
Re: Direction information of the player cursor
Looks like this was implemented in 2.0.35
So a moderator could move this to implemented
Thanks!
So a moderator could move this to implemented
Thanks!
- Mon Nov 25, 2024 4:38 pm
- Forum: Modding interface requests
- Topic: Add optional destination and player parameters to launch_rocket
- Replies: 6
- Views: 583
Add optional destination and player parameters to launch_rocket
Right now the LauEntity.launch_rocket() function doesn't take any parameters. So with Space Age enabled, when it launches a rocket, the contents are lost to the ether.
I'd like the ability to launch a rocket to a particular platform just like the launch cargo button allows.
Additionally, I'd like ...
I'd like the ability to launch a rocket to a particular platform just like the launch cargo button allows.
Additionally, I'd like ...
- Tue Nov 19, 2024 12:18 pm
- Forum: Not a bug
- Topic: [2.0.8][base game] cannot launch rocket with space sci pack
- Replies: 9
- Views: 1947
Re: [2.0.8][base game] cannot launch rocket with space sci pack
This change puts a serious damper in my plans to max out SPM on a "waterless" world. I'd be limited to a few dozen spidertrons and couldn't replace them if they died.
- Sat Nov 02, 2024 4:15 pm
- Forum: Minor issues
- Topic: [Rseding91] [2.0.8 + SA] Data dump JSON floats off
- Replies: 7
- Views: 959
Re: [Rseding91] [2.0.8 + SA] Data dump JSON floats off
Hex floats are really only helpful for debugging purposes. 17 decimal digits is enough to guarantee being able to round trip back to the same float. The only hard part about it is trying to know when rounding to 16 digits will also round trip back to the same number. My code above gets kinda close ...
- Wed Oct 30, 2024 3:21 pm
- Forum: Modding interface requests
- Topic: add the ability to build flipped blueprints in LuaItemStack::build_blueprint
- Replies: 1
- Views: 381
Re: add the ability to build flipped blueprints in LuaItemStack::build_blueprint
LuaPlayer.build_from_cursor now has a mirror parameter but it doesn't seem to function for blueprints. I think making that work for blueprints would be the best way to resolve this issue for us.
- Wed Oct 30, 2024 3:15 pm
- Forum: Modding interface requests
- Topic: [2.0.12] Allow writing LuaLogisticSection.active for space stuff
- Replies: 0
- Views: 193
[2.0.12] Allow writing LuaLogisticSection.active for space stuff
Whether this section is active. This can only be written to when the section is manual.
The GUI lets players toggle the active member of logistic points for all types except circuit-controlled.
It would be nice if the API access could also set the active member for types transitional_request ...
The GUI lets players toggle the active member of logistic points for all types except circuit-controlled.
It would be nice if the API access could also set the active member for types transitional_request ...