Search found 346 matches
- 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.
- Wed May 22, 2024 7:28 pm
- Forum: Fixed for 2.0
- Topic: [Genhis] [1.1.94] Plural forms in locale break when given a non-integer number
- Replies: 5
- Views: 1100
Re: [Genhis] [1.1.94] Plural forms in locale break when given a non-integer number
That's great news! Thank you.
- 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.
- 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...
- Wed May 15, 2024 5:25 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
- 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...
- 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...
- Wed May 15, 2024 3:03 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
Related: viewtopic.php?f=35&t=113120
The code from that report also causes this bug.
The code from that report also causes this bug.
- 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'...
- 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...
- 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...
- 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...
- 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
That's a shame.
You do realize that layers are recursive, right? When do you stop then, if it's always layers?
- 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.
- 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...
- 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...
- 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.
- 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.
- 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...
- 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.
There is also on_entity_destroyed.