Since v1.1.108 (version 5), $ref($runtime, (name)) appears the documentation for LuaBootstrap::on_event and LuaBootstrap::raise_event, in the "examples".
These look like there were meant to be links instead.
Search found 29 matches
- Sat Jun 01, 2024 4:57 am
- Forum: Resolved Requests
- Topic: $ref($runtime, (name)) appears in documentation examples in v1.1.108
- Replies: 1
- Views: 148
- Sat Jun 01, 2024 4:39 am
- Forum: Resolved Requests
- Topic: Missing defines.control_behavior.type in docs for v1.1.108
- Replies: 2
- Views: 145
Re: Missing defines.control_behavior.type in docs for v1.1.108
It seems the define has been moved to `defines.type` (instead of `defines.control_behavior.type`).
In-game/lua, the define is still in `defines.control_behavior.type`
In-game/lua, the define is still in `defines.control_behavior.type`
- Sat Jun 01, 2024 4:33 am
- Forum: Resolved Requests
- Topic: Unused (?) runtime concepts in v1.1.108
- Replies: 1
- Views: 186
Unused (?) runtime concepts in v1.1.108
Since v1.1.108, the following runtime concepts appear to not be used anywhere. Instead, these are duplicated in prototype concepts ("types"), where they are actually referenced. CircularParticleCreationSpecification CircularProjectileCreationSpecification AttackParameterFluid GunShift4Way ...
- Sat Jun 01, 2024 4:27 am
- Forum: Resolved Requests
- Topic: Missing defines.control_behavior.type in docs for v1.1.108
- Replies: 2
- Views: 145
Missing defines.control_behavior.type in docs for v1.1.108
Since v1.1.108, the documentation for defines.control_behavior.type has mysteriously disappeared.
It's still linked/used by https://lua-api.factorio.com/1.1.108/cl ... .html#type
It's still linked/used by https://lua-api.factorio.com/1.1.108/cl ... .html#type
- Mon Jan 29, 2024 6:56 am
- Forum: Mod portal Discussion
- Topic: Failed to upload mod: Unknown error (PY)
- Replies: 2
- Views: 342
Re: Failed to upload mod: Unknown error (PY)
Thanks for the quick reply. It seems the error is not unknown after all...
It's probably a low priority thing, but as a suggestion could this error message become less unknown and more descriptive?
It's probably a low priority thing, but as a suggestion could this error message become less unknown and more descriptive?
- Mon Jan 29, 2024 6:29 am
- Forum: Mod portal Discussion
- Topic: Failed to upload mod: Unknown error (PY)
- Replies: 2
- Views: 342
Failed to upload mod: Unknown error (PY)
When trying to upload a new version of my mod, I get a message that says "Unknown error (PY)". The message kindly told me to open a support forum here.
Attached is the mod zip.
Any help is appreciated; thanks in advance!
Attached is the mod zip.
Any help is appreciated; thanks in advance!
- Tue Nov 07, 2023 7:46 pm
- Forum: Resolved Problems and Bugs
- Topic: Crash in Seablock after 1.1.95 update
- Replies: 8
- Views: 1683
Re: Crash in Seablock after 1.1.95 update
Here's a possibly related crash, that occurs in 1.1.95 (but not 1.1.94): I'm abusing a rail-remnants prototype to get a simple entity with the collision box of a curved rail. Making an educated guess from the stack trace, changing the time_to_live of that prototype from max 32-bit int (the type docu...
- Sat May 27, 2023 7:19 pm
- Forum: Modding interface requests
- Topic: Allow read/write to blueprint's description
- Replies: 1
- Views: 435
Allow read/write to blueprint's description
Right now, AFAIK there is no API to read or write to blueprint descriptions.
I have a mod which deals with creating blueprints; it would be nice if I would allow users to save/write to descriptions, but this is currently not (reasonably) possible to do.
I have a mod which deals with creating blueprints; it would be nice if I would allow users to save/write to descriptions, but this is currently not (reasonably) possible to do.
- Fri Apr 28, 2023 6:45 pm
- Forum: Modding interface requests
- Topic: Allow mod to track entities across undo
- Replies: 2
- Views: 590
Re: Allow mod to track entities across undo
Another potential way to do this is to add a "old unit_number" field to events when undo is done. This means more work for the mod, but at least the mod can detect the undo and what entity it used to correspond to.
- Fri Apr 28, 2023 6:41 pm
- Forum: Modding interface requests
- Topic: Extend on_player_fast_transferred with item dropped (Z)
- Replies: 1
- Views: 508
Re: Extend on_player_fast_transferred with item dropped (Z)
I also have a use case for this (checking module changes).
My current workaround is making a check for changes during on_player_cursor_changed, but that's inefficient and a bit hacky.
My current workaround is making a check for changes during on_player_cursor_changed, but that's inefficient and a bit hacky.
- Wed Apr 26, 2023 5:54 pm
- Forum: Modding interface requests
- Topic: Fire on_player_rotated_entity event when an underground belt is rotated by dragging belt
- Replies: 1
- Views: 492
Fire on_player_rotated_entity event when an underground belt is rotated by dragging belt
Right now, no event is triggered when an underground belt is rotated by dragging a belt over it in the opposite direction.
Could we add some event, such as on_player_rotated_entity, to detect this?
Could we add some event, such as on_player_rotated_entity, to detect this?
- Wed Apr 26, 2023 5:50 pm
- Forum: Modding interface requests
- Topic: copy-paste by blueprint should trigger an event
- Replies: 7
- Views: 1875
- Wed Apr 26, 2023 5:36 pm
- Forum: Modding interface requests
- Topic: Allow mod to track entities across undo
- Replies: 2
- Views: 590
Allow mod to track entities across undo
It is often desirable to attach some data to an entity, this can be done for instance, with a table by unit_number in global. However an entity is deleted, then the deletion is un-done. there is no way to remember or recover this data. The unit number changes, there's no other identifying info. The ...
- Mon Apr 17, 2023 9:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][1.1.80] Cannot import very large blueprint book string
- Replies: 4
- Views: 2659
Re: [1.1.80] Cannot import very large blueprint book string
I looked at that post, and I think this may not be quite that similar:
- I'm using x11, not Wayland
- Importing the large string still works in earlier factorio versions (1.1.72)
- Sat Apr 15, 2023 7:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][1.1.80] Cannot import very large blueprint book string
- Replies: 4
- Views: 2659
[raiguard][1.1.80] Cannot import very large blueprint book string
When I try to paste a very string into the import blueprint window, the game pauses for half a second, and nothing is pasted; I can't import the blueprint (book). Importing a large string works fine with an earlier factorio version (1.1.72); I have that version installed elsewhere and just tested it...
- Fri Nov 04, 2022 4:38 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 87742
Re: Documentation Improvement Requests
2 things: LuaSurface::entity_prototype_collides and decorative_prototype_collides return a boolean; not nothing. They also have no description, so I'm guessing what they do from the name. In my testing LuaItemStack::default_icons is of type of type BlueprintSignalIcon[], not BlueprintItemIcon[]. Th...
- Sat Oct 29, 2022 9:59 pm
- Forum: Modding interface requests
- Topic: Selection tool with configurable filters
- Replies: 0
- Views: 421
Selection tool with configurable filters
It would be great to allow a selection tool to have user-configurable filters, like with the deconstruction planner.
Using a deconstruction item prototype doesn't work, as it limits you to just creating another deconstruction planner.
Using a deconstruction item prototype doesn't work, as it limits you to just creating another deconstruction planner.
- Sat Sep 24, 2022 11:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] Highlight-box targeting entity not visible if tick is paused
- Replies: 1
- Views: 1641
[1.1.69] Highlight-box targeting entity not visible if tick is paused
Steps to reproduce: - Create a freeplay save (no mods) - Go to editor mode (this pauses ticks) - Build an entity (tested with iron-chest) - Create a highlight box around that entity ( /c game.surfaces[1].create_entity{name = "highlight-box", position = game.player.selected.position, target...
- Sat Sep 24, 2022 11:15 pm
- Forum: Minor issues
- Topic: [1.1.59] Events on_player_changed_position and on_player_promoted run before on_player_created
- Replies: 3
- Views: 1391
Re: [1.1.59] Events on_player_changed_position and on_player_promoted run before on_player_created
Late reply is better than never! Still happens in 1.1.69 Apparently, this only happens with the "freeplay" scenario (maybe has something to do with the cutscene?) Steps to reproduce: 1. Create a mod that uses on_player_created and on_player_changed_position; example control.lua: script.on_...
- Sat Jul 30, 2022 9:10 pm
- Forum: Won't implement
- Topic: Provide a way to render entities (without creating entities)
- Replies: 2
- Views: 724
Provide a way to render entities (without creating entities)
It would be useful to be able to "display" an entity, like in the cursor entity/blueprint preview. Something like rendering.draw_entity { name, surface, target, tint, direction, etc... } could accomplish this. I don't think there's currently way to do this: Entity-ghost runs into too many ...