Search found 331 matches

by curiosity
Fri Oct 27, 2023 2:26 pm
Forum: Implemented mod requests
Topic: Quiet game.print
Replies: 5
Views: 1439

Re: Quiet game.print

darkfrei wrote:
Fri Oct 27, 2023 10:17 am
Also custom sound?
viewtopic.php?f=28&t=109100
by curiosity
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.
by curiosity
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...
by curiosity
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...
by curiosity
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 ...
by curiosity
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?
by curiosity
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.
by curiosity
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'...
by curiosity
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}.
by curiosity
Sun Oct 15, 2023 7:51 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

braxbro wrote:
Sat Oct 14, 2023 7:25 pm
Alternatively, just make the default depend on the entity it's used in and make the type property properly optional in all cases.
See point one.
by curiosity
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
by curiosity
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...
by curiosity
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...
by curiosity
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.
by curiosity
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...
by curiosity
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?
by curiosity
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.
by curiosity
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?
by curiosity
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...
by curiosity
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.

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