Search found 346 matches

by curiosity
Fri May 24, 2024 11:22 am
Forum: Resolved Requests
Topic: Update the type of EffectValue to be be uint16
Replies: 4
Views: 257

Re: Update the type of EffectValue to be be uint16

This sounds like a modding interface request, not a documentation request. But also the docs are incorrect, the value is given off to mods as 32-bit floating point. You can tell by the horrid imprecision.
by curiosity
Tue May 21, 2024 4:36 am
Forum: Resolved Requests
Topic: For a repair tool, speed is undocumented
Replies: 4
Views: 385

Re: For a repair tool, speed is undocumented

That also doesn't say what speed means.
by curiosity
Fri May 17, 2024 5:54 pm
Forum: Modding interface requests
Topic: Some identifier linking mined entity events with mined item events
Replies: 12
Views: 1435

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

To be clear, my "real goal" here is to be able to identify what entity was just destroyed as soon as possible after the entity gets destroyed. Is it your mod's entity or some arbitrary one? Because in the latter case another mod can always screw you over and it will be within reason. Eith...
by curiosity
Wed May 15, 2024 5:15 pm
Forum: Bug Reports
Topic: [1.1.107] Burning a fuel with burnt_result in a burner with no result slots locks up burner
Replies: 7
Views: 408

Re: [1.1.107] Burning a fuel with burnt_result in a burner with no result slots locks up burner

I looked into this and it looks like there was some confusion in the past. Someone with source access made a pull request that claimed it fixed that report. When in reality it was code to fix this report https://forums.factorio.com/99793 Is that the right bug? Your "fixed" declaration pre...
by curiosity
Wed May 15, 2024 3:24 pm
Forum: Bug Reports
Topic: [1.1.107] Burning a fuel with burnt_result in a burner with no result slots locks up burner
Replies: 7
Views: 408

[1.1.107] Burning a fuel with burnt_result in a burner with no result slots locks up burner

This has been claimed as fixed , but the bug came back. I made a new thread, since the old one seems too old, but feel free to merge them (and un-resolve) if you disagree. Steps to reproduce: 1. Put the following into the data stage: data:extend{ { type = 'item', name = 'fancy-new-item', icon = &quo...
by curiosity
Wed May 15, 2024 2:56 pm
Forum: Fixed for 2.0
Topic: [1.1.107] Game hangs when an item's burnt result is set to itself
Replies: 3
Views: 329

Re: [1.1.107] Game hangs when an item's burnt result is set to itself

Paradoxically, the game works fine if I define a new item like so: data:extend{ { type = 'item', name = 'fancy-new-item', icon = "__base__/graphics/icons/crash-site-spaceship-wreck-big-1.png", icon_size = 64, icon_mipmaps = 4, stack_size = 100, fuel_category = 'nuclear', fuel_value = '4MJ'...
by curiosity
Wed May 15, 2024 2:38 pm
Forum: Fixed for 2.0
Topic: [1.1.107] Game hangs when an item's burnt result is set to itself
Replies: 3
Views: 329

[1.1.107] Game hangs when an item's burnt result is set to itself

Steps to reproduce: 1. Execute the following line in data stage: data.raw.item['uranium-fuel-cell'].burnt_result = 'uranium-fuel-cell' 2. Start a new map. 3. Observe that the game hangs on map load. Expected behavior: Either the game can be played normally and the item produces itself when burnt, or...
by curiosity
Wed May 15, 2024 1:15 pm
Forum: Modding interface requests
Topic: Remove all simple forms of properties that are defined in table and simple form
Replies: 11
Views: 615

Re: Remove all simple forms of properties that are defined in table and simple form

The tracking of which mod changed which prototype seems to be very reliable, so that could be used to figure out what may need normalization. But instead of each data:extend I'd do it after each individual data/data-updates/data-final-fixes.lua is done. The problem is not that the game has to handl...
by curiosity
Wed May 15, 2024 8:47 am
Forum: Modding interface requests
Topic: Remove all simple forms of properties that are defined in table and simple form
Replies: 11
Views: 615

Re: Remove all simple forms of properties that are defined in table and simple form

A less breaking version of this would be to normalize in data:extend(), so you can initially set either version but when reading you always get the array version. That would probably be more implementation work though. You could do that with a mod. But also dealing with direct assignment will be co...
by curiosity
Tue May 14, 2024 8:06 am
Forum: Modding interface requests
Topic: Remove all simple forms of properties that are defined in table and simple form
Replies: 11
Views: 615

Re: Remove all simple forms of properties that are defined in table and simple form

Rseding91 wrote:
Tue May 14, 2024 2:40 am
Some things are changed in 2.0 but most of what you listed are not going to be changing.
That's a shame.
V0lcano wrote:
Mon May 13, 2024 11:49 pm
  • layers and everything else in AnimationPrototype
You do realize that layers are recursive, right? When do you stop then, if it's always layers?
by curiosity
Fri May 10, 2024 9:27 am
Forum: Resolved Requests
Topic: SpritePath can also be in the form type.name
Replies: 1
Views: 280

SpritePath can also be in the form type.name

Because of rich text, I'm guessing, but it's not documented on the page.
by curiosity
Thu May 09, 2024 8:42 am
Forum: Modding interface requests
Topic: Some identifier linking mined entity events with mined item events
Replies: 12
Views: 1435

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

Hmm... maybe this isn't so doable, after all. A mod might do something crazy to interrupt the mining process (destroy the entity, ban the player etc.), the item event might never be emitted. Best is, I guess, to check the top entity on the stack to see if it has been destroyed already, since that an...
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: 12
Views: 1435

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: 274

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: 112

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: 283

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: 12
Views: 1435

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.

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