Search found 61 matches
- Sat Apr 27, 2024 6:14 am
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 32
- Views: 4652
Re: Improving the Mod Portal Search
It's almost impossible to search for multiple words at once currently, for the example "Resource Marker" I would want both of those words to have the same priority in a match, so if something was most recently updated that had just the word "resource", that would show up first, a...
- Sun Mar 24, 2024 4:22 am
- Forum: Modding interface requests
- Topic: Move FluidBox bounding box border to prototype property
- Replies: 4
- Views: 298
Re: Move FluidBox bounding box border to prototype property
Sounds like you'd want to add an extra layer for biters anyway, so they are not impacted by this setting. That's an option, but I'm trying to avoid creating any new collision layers if I can. It still doesn't solve the original issue for when they still collide, and I am not comfortable forcing the...
- Sat Mar 23, 2024 3:27 am
- Forum: Modding interface requests
- Topic: Move FluidBox bounding box border to prototype property
- Replies: 4
- Views: 298
Re: Move FluidBox bounding box border to prototype property
Why not simply remove the player layer from pipe collision mask? Is it really so important for characters to collide with pipes when the intent is for pipes to be crossable? I can see the importance for larger buildings, but not for something so small as a pipe. Because biters have the same mask as...
- Fri Mar 22, 2024 10:17 pm
- Forum: Modding interface requests
- Topic: Move FluidBox bounding box border to prototype property
- Replies: 4
- Views: 298
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 new...
- Tue Mar 19, 2024 4:24 am
- Forum: Won't fix.
- Topic: LuaSurface::entity_prototype_collides incorrect with curved rails
- Replies: 4
- Views: 481
Re: LuaSurface::entity_prototype_collides incorrect with curved rails
As I suspected, just wanted to put it here for public record.
For clarification, would the custom collision box orientations still be an issue in 2.0 with rails having hard coded collision boxes, or is that part irrelevant as well due to the new rails?
For clarification, would the custom collision box orientations still be an issue in 2.0 with rails having hard coded collision boxes, or is that part irrelevant as well due to the new rails?
- Sat Mar 16, 2024 11:00 pm
- Forum: Won't fix.
- Topic: LuaSurface::entity_prototype_collides incorrect with curved rails
- Replies: 4
- Views: 481
LuaSurface::entity_prototype_collides incorrect with curved rails
I'm assuming this is because of the secondary collision box that curved rails have, but when the curved part collides with something and the straight part does not, the method returns the incorrect result. I don't expect this to be fixed for 1.1.x, but I at least wanted to make sure this was made aw...
- Thu Feb 22, 2024 5:54 pm
- Forum: Modding interface requests
- Topic: Ability to copy string to clipboard using api
- Replies: 9
- Views: 2077
Re: Ability to copy string to clipboard using api
Sometimes, though, I have something sitting in my clipboard that's semi important to me that I just haven't had the chance to paste somewhere, yet. Sometimes, too, it's currently the only existing copy, or would require some time and hassle to get back to the original. If you're on windows, you can...
- Wed Feb 21, 2024 10:09 pm
- Forum: Resolved Requests
- Topic: NothingModifier missing type::"nothing"
- Replies: 1
- Views: 203
NothingModifier missing type::"nothing"
As the title says, NothingModifier is missing the type field, while all of the other technology effect modifiers have it.
- Fri Feb 09, 2024 8:04 pm
- Forum: Wiki Talk
- Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
- Replies: 14
- Views: 5954
Re: Suggestions for the Wiki regarding Factorio Expansion Add-ons
The Binding of Isaac wiki does a decent job of handling different DLC items and such, here's a page with a lot of them (scroll down to synergies): https://bindingofisaacrebirth.fandom.com/wiki/Brimstone Just a small icon next to the thing it's related to, slightly large for my liking, but it's very ...
- Fri Feb 09, 2024 7:47 pm
- Forum: Implemented mod requests
- Topic: LuaRendering::send_to_back()
- Replies: 1
- Views: 190
LuaRendering::send_to_back()
I have a bunch of sprites that are increasing in "height", that when created start at a "height" of 0. Right now I have to call LuaRendering::bring_to_front() on every single rendering object in reverse order every time a new one is made, whereas a send_to_back() method would onl...
- Fri Feb 02, 2024 11:50 pm
- Forum: Resolved Requests
- Topic: LuaSurface::create_entity missing variant parameter for loader types
- Replies: 1
- Views: 231
LuaSurface::create_entity missing variant parameter for loader types
LuaSurface::create_entity allows the use of the `type` field for use with underground belts, and that is listed. However, you can set "input" and "output" on loaders as well, and this isn't listed on the method doc. I assume this is not intentional, and I'm glad I guessed that i...
- Thu Jan 11, 2024 4:31 am
- Forum: Documentation Improvement Requests
- Topic: What is maximum_corner_sliding_distance?
- Replies: 1
- Views: 388
Re: What is maximum_corner_sliding_distance?
It's for when characters are running against a collision box, how close they have to be to "slip" in a different direction to avoid getting caught on the corners of collision boxes too much. You'll notice it whenever you try to run between two entities right next to each other, like stone ...
- Tue Jan 09, 2024 6:01 am
- Forum: Resolved Requests
- Topic: Use string unions instead of generic string
- Replies: 3
- Views: 515
Re: Use string unions instead of generic string
Thanks for fixing those! I went through every class searching for [or "] and found a couple more: LuaCustomInputPrototype::consuming LuaFluidBoxPrototype::production_type LuaRendering::set_alignment LuaRendering::set_vertical_alignment LuaSurface::create_entity.type for underground-belt
- Thu Dec 28, 2023 6:33 am
- Forum: Resolved Requests
- Topic: LuaItemStack::set_mapper() needs optional parameter
- Replies: 1
- Views: 274
LuaItemStack::set_mapper() needs optional parameter
LuaItemStack::set_mapper() has an UpgradeFilter parameter that says it can be nil to remove a filter in the description, but isn't marked as optional in the actual documentation. This trickles down to a LuaLS warning, either missing-parameter or param-type-mismatch.
- Thu Dec 28, 2023 6:30 am
- Forum: Resolved Requests
- Topic: Use string unions instead of generic string
- Replies: 3
- Views: 515
Use string unions instead of generic string
There are a number of places where things like function parameters and concept fields have a type of string, but can only be strings from a defined list. Would it be possible to make those unions, that way they show up in the autocomplete list when using FMTK + LuaLS? It's not the end of the world b...
- Wed Dec 27, 2023 10:47 am
- Forum: Resolved Requests
- Topic: Change dictionaries to tables (when applicable)
- Replies: 2
- Views: 493
Re: Change dictionaries to tables (when applicable)
Just realized I never responded, awesome and thanks! I've noticed another place that just has string instead of a string union, which is a slightly different issue but has the same effect: LuaItemStack::get_mapper() and set_mapper() I couldn't find any other instances of parameters that should be st...
- Mon Dec 04, 2023 6:36 pm
- Forum: Modding help
- Topic: [RESOLVED] Determine if a belt is a corner/turn belt
- Replies: 3
- Views: 483
Re: [RESOLVED] Determine if a belt is a corner/turn belt
It's actually pretty simple to tell if a belt is curved and which direction (clockwise/counterclockwise) it's turning, due to the belt_neighbours field. If belt_neighbours.inputs has only one entry, then it's (edit: potentially) a curved belt (only if the input belt direction is different). Then, (b...
- Fri Dec 01, 2023 5:25 am
- Forum: Resolved Requests
- Topic: Change dictionaries to tables (when applicable)
- Replies: 2
- Views: 493
Change dictionaries to tables (when applicable)
There are a few things that are displayed as dictionaries, such as LuaEntity.belt_neighbours , but they have specific keys. ("input" and "output" here) This trickles down to the typedefs and doesn't give autocomplete, which is technically an issue, albeit a minor one. Some places...
- Sun Oct 15, 2023 6:00 am
- Forum: Resolved Requests
- Topic: LuaRendering.draw_rectangle() "filled" field marked as required
- Replies: 1
- Views: 404
LuaRendering.draw_rectangle() "filled" field marked as required
LuaRendering.draw_rectangle() says the "filled" property is required, but I have accidentally omitted it and it still works without.
- Sun Oct 15, 2023 5:39 am
- Forum: Resolved Requests
- Topic: PipeConnectionDefinition positions not marked optional
- Replies: 1
- Views: 316
PipeConnectionDefinition positions not marked optional
PipeConnectionDefinition doesn't have positions (plural) marked as optional, when it depends on whether or not position (singular) is defined. Is this intentional, or should it be optional? It's trickling down to the Lua typedefs making me disable diagnostics every time.