viewtopic.php?f=28&t=109100
Search found 331 matches
- Fri Oct 27, 2023 2:26 pm
- Forum: Implemented mod requests
- Topic: Quiet game.print
- Replies: 5
- Views: 1439
- Thu Oct 26, 2023 10:03 am
- Forum: Resolved Requests
- Topic: EntityWithHealthPrototype resistances field is a singular rather than array?
- Replies: 4
- Views: 560
Re: EntityWithHealthPrototype resistances field is a singular rather than array?
Funny that even the examples from the docs themselves declare an array.
- Tue Oct 24, 2023 3:11 am
- Forum: Modding interface requests
- Topic: Animation4Way support for SimpleEntityWithOwner/Force
- Replies: 1
- Views: 376
Re: Animation4Way support for SimpleEntityWithOwner/Force
What would be even better is something which I don't think exists yet: per-direction variation arrays, e.g. SpriteVariations4Way and AnimationVariations4Way. These would respect the prototype random_variation_on_create property and also the runtime graphics_variation property, so that rotating a va...
- Tue Oct 17, 2023 7:33 pm
- Forum: Won't implement
- Topic: Allow non-joining logistic networks
- Replies: 11
- Views: 1104
Re: Allow non-joining logistic networks
The game currently does not support [...] overlapping logistic networks. [...] overlapping networks simply are not supported OH, sO iT DoEs ACtUaLly sUPpOrt It. You just completely ignored what Rseding91 said. :roll: *violent facepalm* You just have to let prototypes specify what kind of logistic n...
- Tue Oct 17, 2023 1:40 am
- Forum: Won't implement
- Topic: Allow non-joining logistic networks
- Replies: 11
- Views: 1104
Re: Allow non-joining logistic networks
The game currently does not support the concept of overlapping logistic networks. Entities that register in logistic networks can only be in 1 network at a time so overlapping networks simply are not supported at the engine level. Oh, so it does actually support it. You just have to let prototypes ...
- Mon Oct 16, 2023 5:34 pm
- Forum: Won't implement
- Topic: Allow non-joining logistic networks
- Replies: 11
- Views: 1104
Re: Allow non-joining logistic networks
Suppose there are two overlapping networks. Which one should process logistic requests?
- Mon Oct 16, 2023 9:48 am
- Forum: Resolved Requests
- Topic: CircularProjectileCreationSpecification field names are not documented
- Replies: 4
- Views: 554
Re: CircularProjectileCreationSpecification field names are not documented
I think, if it specified the names as "[1]" and "[2]", a person familiar with Lua will understand those are indices.
- Mon Oct 16, 2023 9:46 am
- Forum: Resolved Requests
- Topic: EnergySource's type property is not marked optional
- Replies: 10
- Views: 1231
Re: EnergySource's type property is not marked optional
I don’t think that defaults need to be entirely localized to the structure. Especially if they’re intuitive for those who have worked with the game for awhile (assemblers defaulting to electric, furnaces defaulting to burner, etc.) So you advocate for raising the entry level to modding? Not that I'...
- Sun Oct 15, 2023 9:05 am
- Forum: Resolved Requests
- Topic: CircularProjectileCreationSpecification field names are not documented
- Replies: 4
- Views: 554
Re: CircularProjectileCreationSpecification field names are not documented
It says type is a tuple, so probably supposed to be an array {RealOrientation, Vector}.
- Sun Oct 15, 2023 7:51 am
- Forum: Resolved Requests
- Topic: EnergySource's type property is not marked optional
- Replies: 10
- Views: 1231
- Mon Oct 09, 2023 8:45 pm
- Forum: Implemented for 2.0
- Topic: positionless player.play_sound()
- Replies: 8
- Views: 1126
Re: positionless player.play_sound()
Possible duplicate of viewtopic.php?f=221&t=64281
- Sat Oct 07, 2023 9:37 am
- Forum: Modding interface requests
- Topic: Per-Item localization for Quality tiers
- Replies: 3
- Views: 439
Re: Per-Item localization for Quality tiers
instead of a one-size-fits-all approach to localizing the quality tiers Is this statement in any way based on source access information or are you just guessing? There is no indication that it isn't already implemented the way you want, e.g. each tier may be its own separate item with a prototype p...
- Fri Oct 06, 2023 12:27 pm
- Forum: Resolved Requests
- Topic: EnergySource's type property is not marked optional
- Replies: 10
- Views: 1231
Re: EnergySource's type property is not marked optional
IMO, it shouldn't allow omission even if unambiguous in certain cases. To elaborate, there are two reasons for this: 1. It disrupts the locality of the definition. You have to look at the outer context to see what the default value is. 2. It makes the codebase harder to extend. Imagine some propert...
- Fri Oct 06, 2023 12:12 pm
- Forum: Resolved Requests
- Topic: EnergySource's type property is not marked optional
- Replies: 10
- Views: 1231
Re: EnergySource's type property is not marked optional
IMO, it shouldn't allow omission even if unambiguous in certain cases.
- Thu Sep 28, 2023 7:18 am
- Forum: Modding interface requests
- Topic: Distance limit parameter for `spill_item_stacks`
- Replies: 4
- Views: 637
Re: Distance limit parameter for `spill_item_stacks`
Guess what else is expensive: spill_item_stacks. Spawn item entities manually if you want something remotely performant. As a bonus, you can put an entire stack into an item entity instead of a single item. If for whatever reason you are bent on using spill_item_stacks, you should be asking for it t...
- Wed Sep 27, 2023 9:01 pm
- Forum: Modding interface requests
- Topic: horizontal & vertical window_bounding_box for storage-tank
- Replies: 1
- Views: 296
Re: horizontal & vertical window_bounding_box for storage-tank
Shouldn't you want one per rotation instead?
- Sat Sep 16, 2023 2:02 pm
- Forum: Mod portal Discussion
- Topic: Mod dependencies are not always sorted
- Replies: 0
- Views: 341
Mod dependencies are not always sorted
Often when I look at mod dependencies, they appear to be sorted, but not always. Sometimes they aren't sorted or only partially. Would be great if the sorting was ensured.
- Fri Sep 08, 2023 4:19 pm
- Forum: Modding interface requests
- Topic: on_ghost_upgraded event
- Replies: 2
- Views: 447
Re: on_ghost_upgraded event
Shouldn't you better be asking for an entity flag that makes it keep graphics variation on fast replace?
- Tue Aug 29, 2023 12:02 am
- Forum: Implemented for 2.0
- Topic: No more than 255 tiles?
- Replies: 21
- Views: 6991
Re: No more than 255 tiles?
As part of the Space Age work we had to bite the bullet and change tiles to support up to 65'000~ tiles. It means more memory used and potentially save file size but it's now going to be there. When you eventually mark this as implemented, don't forget about https://forums.factorio.com/viewtopic.ph...
- Fri Aug 25, 2023 10:39 am
- Forum: Documentation Improvement Requests
- Topic: Redirects to the new docs structure lose the anchor
- Replies: 1
- Views: 341
Redirects to the new docs structure lose the anchor
Prominently seen here. You click the link, it takes you to the top of the page instead of the description of draw_text the original link was pointing at.