Search found 289 matches
- Mon Jul 26, 2021 11:17 am
- Forum: Modding interface requests
- Topic: Hide 0W electric-energy-interface from power graph
- Replies: 3
- Views: 948
Hide 0W electric-energy-interface from power graph
If an electric-energy-interface is set up to produce power, then it will also show on the Consumption side as draining 0W. Conversely, an interface that consumes power shows as "producing" 0W in the graph. Basically, it's superfluous at best and confusing at worst. Similarly, if an interfa...
- Sun Jul 25, 2021 9:46 pm
- Forum: Ideas and Requests For Mods
- Topic: Control Spotify from factorio
- Replies: 3
- Views: 2041
Re: Control Spotify from factorio
Does your keyboard not have media keys? Even if there aren't dedicated keys, there's usually a key combo to quickly skip to the next track. And if there isn't, any decent music player should provide hotkey functionality.
- Sun Jul 25, 2021 9:45 pm
- Forum: Modding interface requests
- Topic: Trigger on_force_created for default forces
- Replies: 2
- Views: 987
Re: Trigger on_force_created for default forces
Ah that's a fair point. I hadn't considered that! Thanks for pointing it out.
- Sun Jul 25, 2021 11:59 am
- Forum: Modding interface requests
- Topic: Trigger on_force_created for default forces
- Replies: 2
- Views: 987
Trigger on_force_created for default forces
Even though they are the default forces that always exist, I sort of imagined they'd be created at some point. However, on_force_created is not called for any of the player, enemy or neutral default forces. My workaround: event_handler.add_lib{ on_init = function() on_force_created{name=defines.even...
- Sat Jul 24, 2021 8:31 pm
- Forum: Ideas and Requests For Mods
- Topic: Switch a switch with a simple clic
- Replies: 5
- Views: 1584
Re: Switch a switch with a simple clic
Welcome to the realm of modding Make sure you understand what the code is doing and I hope to see your creations in future!
- Sat Jul 24, 2021 3:36 pm
- Forum: Ideas and Requests For Mods
- Topic: Switch a switch with a simple clic
- Replies: 5
- Views: 1584
Re: Switch a switch with a simple clic
You need an info.json file: https://wiki.factorio.com/Tutorial:Modd ... up_in_game
- Sat Jul 24, 2021 11:18 am
- Forum: Ideas and Requests For Mods
- Topic: Switch a switch with a simple clic
- Replies: 5
- Views: 1584
Re: Switch a switch with a simple clic
The power switch's GUI does have other uses, notably when using it with the circuit network, so I wouldn't advise bypassing it entirely. However, you can add a custom-input to work with it. data.lua: data:extend{ { type = "custom-input", name = "toggle-power-switch", key_sequence...
- Fri Jul 23, 2021 6:41 pm
- Forum: Technical Help
- Topic: Failure loading mod
- Replies: 7
- Views: 2095
Re: Failure loading mod
The error message says that you have K2SETweaks enabled and it's trying to load space-exploration but space-exploration isn't enabled. Normally this shouldn't happen because space-exploration should be listed as a dependency, but the mod author neglected to include it. This may be because it's inten...
- Wed Jul 21, 2021 9:16 am
- Forum: Modding interface requests
- Topic: on_chunk_generated_by_pollution event
- Replies: 9
- Views: 2219
Re: on_chunk_generated_by_pollution event
Aside from the fact that it would fire constantly, events cannot prevent things from happening. When you get the event, the chunk has already been generated and the best you can do is immediately destroy it again, but as Dave pointed out it'll just regenerate over and over.
- Mon Jul 19, 2021 9:41 pm
- Forum: Modding help
- Topic: Cacheability of inventories
- Replies: 6
- Views: 1493
Re: Cacheability of inventories
Right. I'm not explaining this very well XD I am storing a reference to the entity, so entity.valid will be available to me. I want to know if it is "safe" to store the entity's inventory's first slot as well, so that I don't have to query the game for it each time I want to access that sl...
- Mon Jul 19, 2021 12:33 pm
- Forum: Modding help
- Topic: Cacheability of inventories
- Replies: 6
- Views: 1493
Re: Cacheability of inventories
If I know that the entity I'm working with is a "container" with a 1-slot inventory, is it safe to assume: if entity.valid then local slot = entity.get_inventory(defines.inventory.chest)[1] -- slot IS valid here, right? end The slot will be valid, and will continue to be valid until the en...
- Mon Jul 19, 2021 8:51 am
- Forum: Modding help
- Topic: Cacheability of inventories
- Replies: 6
- Views: 1493
Cacheability of inventories
I've noticed my code is actually doing "entity.get_inventory(...)" in a less-than-optimal manner. Can I just save a reference to the LuaInventory in global and use that in future calls, instead of having to query the game engine for it? Similarly, what about stacks within that inventory? I...
- Sun Jul 18, 2021 9:55 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 85294
Re: Small documentation improvement requests
The name last_user implies it updates when someone uses the entity. But it is described as "the player who built the entity". But it is read-write. And it changes on assemblers when the recipe is changed. Also it can be nil. Basically, it's woefully inadequate in its documentation right n...
- Wed Jul 14, 2021 11:12 am
- Forum: Modding interface requests
- Topic: "order" parameter for LuaGuiElement#add
- Replies: 0
- Views: 702
"order" parameter for LuaGuiElement#add
Having just implemented this myself in Lua, I figured I'd ask if this could be made part of the engine-side code: local function findIndexForNewElement(parent, order) local index = 1 for i=1,#parent.children do if (parent.children[i].tags['order'] or "") < order then index = index + 1 else...
- Sat Jul 10, 2021 10:45 am
- Forum: Modding interface requests
- Topic: LuaRendering#draw_polyline
- Replies: 0
- Views: 560
LuaRendering#draw_polyline
I'd like to request the ability to draw a polyline. It would use all of the parameters of draw_line, but instead of "from" and "to", it would use draw_polygon's "vertices" (named "points") and "target". Optionally have a "closed" parameter ...
- Fri Jul 09, 2021 5:26 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 85294
Re: Small documentation improvement requests
What is LuaEntity#is_crafting() supposed to check? I expected it to return true if the machine is currently gaining progress, ie. is "working" or at the very least "low-power". However, it seems to return true even on fuel-powered machines that stop working due to a lack of fuel...
- Fri Jul 09, 2021 5:12 pm
- Forum: Modding interface requests
- Topic: LuaPlayer.unlock_tips_and_tricks_item(name)
- Replies: 3
- Views: 901
Re: LuaPlayer.unlock_tips_and_tricks_item(name)
I have found a workaround :D Create a fake technology. data:extend{{ type = "technology", name = "tips-and-tricks-trigger", icon = "__core__/graphics.empty.png", icon_size = 1, hidden = true, unit = { count = 1, time = 1, ingredients = {} }, prerequisites = {}, effects ...
- Fri Jul 09, 2021 2:56 pm
- Forum: Not a bug
- Topic: [1.1.35] Incorrect grid-snapping of even-sized resources
- Replies: 4
- Views: 1356
Re: [1.1.35] Incorrect grid-snapping of even-sized resources
Ah, missed that.
It seems weird though - why would ResourceEntity have such an option, and why does it default to true?
It seems weird though - why would ResourceEntity have such an option, and why does it default to true?
- Fri Jul 09, 2021 12:05 pm
- Forum: Not a bug
- Topic: [1.1.35] Incorrect grid-snapping of even-sized resources
- Replies: 4
- Views: 1356
[1.1.35] Incorrect grid-snapping of even-sized resources
I have a modded resource entity that has a collision box of {{-4.9,-4.9},{4.9,4.9}} and a selection box of {{-3,-3},{3,3}} - both of these indicate an even-sized entity (10x10 collision, 6x6 selection). However, if I attempt to spawn this entity, it gets snapped to the middle of a tile: local entity...
- Mon Jul 05, 2021 7:32 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 85294
Re: Small documentation improvement requests
Why do I have to dig through the game files to find what fields exist on MapSettings ? (Perhaps more importantly, this prevents them from appearing in runtime-api.json, causing "undefined property" warnings when using them.) -> I finally got around to trudging through this, the concept wi...