Search found 331 matches

by curiosity
Wed May 08, 2024 7:24 pm
Forum: Modding interface requests
Topic: Some identifier linking mined entity events with mined item events
Replies: 9
Views: 1150

Re: Some identifier linking mined entity events with mined item events

Are you suggesting that when I mine two entities in the same tick I will always get the mined entity event for one, then the mined item event for the same one, then the mined entity event for the other, then the mined item event for the other? I'm not sure how to test this assumption experiments wo...
by curiosity
Mon May 06, 2024 1:10 pm
Forum: Modding interface requests
Topic: A way to access currently hovered over LuaGuiElement
Replies: 1
Views: 227

Re: A way to access currently hovered over LuaGuiElement

It has occured to me that this will also let modders implement a selected_prototype analog for custom input on modded GUI elements.
by curiosity
Sun May 05, 2024 1:15 am
Forum: Documentation Improvement Requests
Topic: LuaGuiElement.location is in display units
Replies: 0
Views: 63

LuaGuiElement.location is in display units

It must be noted that the location is interpreted to be in display units (scale-agnostic) as opposed to the more common GUI units.
by curiosity
Thu May 02, 2024 10:46 pm
Forum: Modding interface requests
Topic: General localization for string setting values
Replies: 4
Views: 210

Re: General localization for string setting values

Please add a new localization section named "string-mod-setting-global" or similar that the game will check second after "string-mod-setting" that does not require the setting name as part of the locale ID. No. This is commonly solved by letting you specify a localized string is...
by curiosity
Thu May 02, 2024 10:31 pm
Forum: Modding interface requests
Topic: Some identifier linking mined entity events with mined item events
Replies: 9
Views: 1150

Re: Some identifier linking mined entity events with mined item events

Can sequences of these two events be interleaved? Doesn't seem so. Then it seems simple to match the events: all you need is a stack and a tick number.

There is also on_entity_destroyed.
by curiosity
Sat Apr 27, 2024 12:57 pm
Forum: Resolved Requests
Topic: DecorativePrototype default value for collision_mask is incorrect
Replies: 2
Views: 150

Re: DecorativePrototype default value for collision_mask is incorrect

Are you sure that it can't take a string? Though if it can, this is supposed to be gone in 2.0, from what I can tell.
by curiosity
Tue Apr 23, 2024 8:00 am
Forum: Documentation Improvement Requests
Topic: Heat energy source lacking detail
Replies: 2
Views: 218

Re: Heat energy source lacking detail

While I can guess what those two are supposed to mean, min_temperature_gradient completely baffles me.
by curiosity
Fri Apr 19, 2024 1:55 am
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4356

Re: make more entity prototypes support rotation

Side Note: I just remembered a mod called "Landfill Painting" that has rotatable landfill. Rotating gives different variations of landfill. I should look how they did that since normally landfill (tiles) isn't rotatable in the UI. Maybe they same would work for a chest? For me the the GUI...
by curiosity
Fri Apr 19, 2024 1:14 am
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4356

Re: make more entity prototypes support rotation

Everything you just described is the concept of "variation" in Factorio which we already have for most things. Direction is completely unrelated and it seems like what you want is to highjack direction to mean variation on a bunch of entities where direction makes no sense. Trees have var...
by curiosity
Thu Apr 18, 2024 1:26 am
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4356

Re: make more entity prototypes support rotation

Letting a mod change this through some Lua API would be trivial.. but nobody has asked for it because it's not technically a direction on the entity. It's just an 8-bit unsigned number that determines which sprite variation is used. I wonder, if people knew that having a script-controlled sprite va...
by curiosity
Mon Apr 15, 2024 1:22 pm
Forum: Resolved Requests
Topic: Clarify EntityPrototype.emissions_per_second
Replies: 1
Views: 129

Clarify EntityPrototype.emissions_per_second

Right now it says: Amount of emissions created (positive number) or cleaned (negative number) every second by the entity. This is passive, and it is independent concept of the emissions of machines, these are created actively depending on the power consumption. Currently used just for trees. The wo...
by curiosity
Mon Apr 15, 2024 1:12 pm
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4356

Re: make more entity prototypes support rotation

A lot of game developers are working a decade or two behind modern programming practices, especially in C++. So it might well be that Rseding91 doesn't know about dependency injection or that's something not widely known (and therefore not welcome) at wube. Pretty sure dependency injection is as ol...
by curiosity
Sat Apr 13, 2024 11:25 am
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4356

Re: make more entity prototypes support rotation

Sorry if I come across snarky. You're doing a great game. I'm just sometimes amazed at some of the problems when they are well known programming issues with established solutions. It triggers the "I've learned about how not do this and that sounds exactly how this was done" syndrom. The d...
by curiosity
Thu Apr 04, 2024 7:43 pm
Forum: Modding interface requests
Topic: Icon Pictures probability simplification
Replies: 1
Views: 142

Re: Icon Pictures probability simplification

The game will reuse an already loaded asset if there are multiple references to it, so it's less inefficient than it may seem. The only duplication will be the in the structure of the prototype.
by curiosity
Wed Apr 03, 2024 2:01 am
Forum: Won't implement
Topic: on_module_changed (assembler, furnace)
Replies: 12
Views: 2938

Re: on_module_changed (assembler, furnace)

protocol_1903 wrote:
Tue Apr 02, 2024 6:37 pm
Did you ever figure that out? Otherwise, I'm going to have to use a few different tracking methods similar to the ones mentioned in an earlier post.
on_entity_destroyed
by curiosity
Fri Mar 29, 2024 10:38 am
Forum: Won't implement
Topic: Add Durability to ModulePrototype
Replies: 3
Views: 276

Re: Add Durability to ModulePrototype

You could simulate it statistically. For electronic components like the canonical modules it may even be more believable.
by curiosity
Sat Mar 23, 2024 12:24 pm
Forum: Won't implement
Topic: Configure length of programmable speaker alert message
Replies: 5
Views: 3486

Re: Configure length of programmable speaker alert message

or could you please suggest/provide an alternative way to implement the same mod functionality through other API means? From what I can tell looking at the mod page, blueprint notes is the only problematic feature. And that already exists in base game as blueprint description (although it doesn't s...
by curiosity
Sat Mar 23, 2024 8:23 am
Forum: Modding interface requests
Topic: Move FluidBox bounding box border to prototype property
Replies: 4
Views: 289

Re: Move FluidBox bounding box border to prototype property

Because biters have the same mask as the player and collide with the pipes, and the way I'm doing it makes them unable to pass through the gaps even though the player can. It would make pipes unable to be used as early game walls, which some people like doing. Also, the version I'm making has a mod...
by curiosity
Sat Mar 23, 2024 12:09 am
Forum: Modding interface requests
Topic: Move FluidBox bounding box border to prototype property
Replies: 4
Views: 289

Re: Move FluidBox bounding box border to prototype property

I'm currently writing Squeak Through 2 from scratch, as the original mod hasn't been updated since it's 1.1 version bump and the mod creator is MIA. `pipe` and `pipe-to-ground` entities are causing a bit of trouble, because of the 0.2 border added to the bounding box when the FluidBox receives a ne...
by curiosity
Wed Feb 21, 2024 5:32 pm
Forum: Modding interface requests
Topic: Add events for `remote.add_interface` and `remote.remove_interface`
Replies: 7
Views: 486

Re: Add events for `remote.add_interface` and `remote.remove_interface`

With events as proposed, I'd imagine it would be simple to implement and go along nicely with the other similar features in the engine. In the context of the problem you are trying to solve, it's a suboptimal solution. You have to set up caches that you need to keep updated, handle events and so on...

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