Search found 1352 matches

by Choumiko
Thu Jan 07, 2021 11:17 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.7]"Unnecessary" character gui updates with set_personal_logistic_slot
Replies: 1
Views: 424

[Rseding91] [1.1.7]"Unnecessary" character gui updates with set_personal_logistic_slot

The game lags/freezes when the character gui is open and a mod changes a lot/all the personal logistic requests. The lag is barely noticeable when the character gui is not open but the code the mod executes is the same. To reproduce: - Load the attached save - Open the character gui - Walk left/righ...
by Choumiko
Thu Jan 07, 2021 10:35 am
Forum: Modding interface requests
Topic: Separate enabling of personal logistics and auto-trash
Replies: 0
Views: 80

Separate enabling of personal logistics and auto-trash

Currently we can only toggle personal requests together with auto-trash via LuaControl.character_personal_logistic_requests_enabled

I'd like to be able to toggle each functionality separately. Right now I have to go over each request slot and set either the min or max value.
by Choumiko
Thu Jan 07, 2021 10:28 am
Forum: Modding interface requests
Topic: Set/get personal requests in bulk
Replies: 1
Views: 98

Set/get personal requests in bulk

I'd like api functions to get/set (maybe clear?) all personal logistic requests at once, something like LuaControl:set_personal_logistic_slots(slot_data) slot_data: table of PersonalLogisticParameters The table keys would correspond to the slot indices, nil values are slots that are not set or that ...
by Choumiko
Tue Dec 08, 2020 10:13 pm
Forum: Modding help
Topic: Is it possible to align a column of switches in a custom gui table?
Replies: 11
Views: 478

Re: Is it possible to align a column of switches in a custom gui table?

Haven't done anything with switches, so the first idea might not even work:

- give them a width of 116 and set horizontal_align to center
- wrap each switch in a flow with width 116 or horizontally_stretchable and horizontal_align = "center"
by Choumiko
Sat Dec 05, 2020 7:36 am
Forum: Not a bug
Topic: [1.1.5] new train behaviour introduce refuel problem
Replies: 5
Views: 300

Re: [1.1.5] new train behaviour introduce refuel problem

I think that's not a bug.
If you want to make sure your train gets completely refueled add the "Inactivity" condition to the station in the schedule.
by Choumiko
Fri Dec 04, 2020 2:18 pm
Forum: General discussion
Topic: Chain signals are overused
Replies: 21
Views: 1460

Re: Chain signals are overused

yep. needs an extra chain signal at the entrance... :lol: :lol: That was my first thought too, but there is an edit in the original post: (https://forums.factorio.com/viewtopic.php?p=519620#p519620) [EDIT] There are chain signals at the entry, of course, but they're behind the path, so that the pat...
by Choumiko
Thu Dec 03, 2020 11:06 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.4]Gui.relative type filter not working
Replies: 1
Views: 789

[1.1.4]Gui.relative type filter not working

Using the type filter for gui.relative does not work To reproduce: /c game.player.gui.relative.add{type = "button", caption="Test", anchor = {gui = defines.relative_gui_type.container_gui, type = "artillery-wagon", position = defines.relative_gui_position.right}} Open an artillery wagon, no button s...
by Choumiko
Thu Dec 03, 2020 10:08 pm
Forum: Modding help
Topic: relative_gui_type for pumps?
Replies: 2
Views: 114

Re: relative_gui_type for pumps?

train_gui is for the locomotive/schedule gui looking at the defines it looks like pumps, wagons (all 3) and turrets are missing Don't add it in on_gui_opened. You can just create it when the player is created. It only shows up when the correct gui is open and doesn't get destroyed when that gui is c...
by Choumiko
Thu Dec 03, 2020 8:09 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][1.1.4]LuaPlayer.set_personal_logistic_slot not updating moved request
Replies: 1
Views: 210

[Twinsen][1.1.4]LuaPlayer.set_personal_logistic_slot not updating moved request

When using LuaPlayer.set_personal_logistic_slot to set a request for an item that is already set as a request, the logistic tab doesn't update correctly. To reproduce: - Open logistics tab /c game.player.set_personal_logistic_slot(10, {name = "iron-plate", min = 100}) Gui updates as expected /c game...
by Choumiko
Thu Dec 03, 2020 4:49 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.4] Crash on autosaving: this->target.circuitConnectorID == CircuitConnectorID(-1) was not true
Replies: 10
Views: 2679

Re: [1.1.4] Crash on autosaving: this->target.circuitConnectorID == CircuitConnectorID(-1) was not true

The last autosave was 10 minutes ago and the ghost didn't exist then. I'm trying to time the autosave and press Q as it happens, but i doubt it's going to work.
by Choumiko
Thu Dec 03, 2020 4:32 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.4] Crash on autosaving: this->target.circuitConnectorID == CircuitConnectorID(-1) was not true
Replies: 10
Views: 2679

[1.1.4] Crash on autosaving: this->target.circuitConnectorID == CircuitConnectorID(-1) was not true

Right before the autosave i was either pressing Q on a electric pole ghost or already clicking to place it (or the mod MouseOverConstruction was doing it for me, can't remember if i had it turned on)

Error WireConnection.cpp:36: this->target.circuitConnectorID == CircuitConnectorID(-1) was not true
by Choumiko
Wed Dec 02, 2020 7:50 am
Forum: Modding help
Topic: a performant way of picking random entities
Replies: 4
Views: 197

Re: a performant way of picking random entities

The biggest issue with your code right now is that you don't break/return after logging the random entity, causing it to go over every chunk in the map and log the name every tick. I added a break after the log and comparing it to my version showed that is still maybe a little bit slower but it didn...
by Choumiko
Tue Dec 01, 2020 7:54 pm
Forum: Modding help
Topic: Allow for shorter, rather than longer, reach.
Replies: 15
Views: 389

Re: Allow for shorter, rather than longer, reach.

What's wrong with doing it in data stage? https://wiki.factorio.com/Prototype/Cha ... d_distance
Unless you just want to use a console command
by Choumiko
Tue Dec 01, 2020 6:47 pm
Forum: Not a bug
Topic: [1.1.3] Unexpected behaviour when draging power poles
Replies: 4
Views: 209

Re: [1.1.3] Unexpected behaviour when draging power poles

Taking a guess: When you click and hold on the lighted powerpole, Factorio recognizes the invisible lamp entity instead of the pole and therefore places the pole next to it.
by Choumiko
Mon Nov 30, 2020 9:19 pm
Forum: Modding help
Topic: [1.1.2][Modding]event 'on_gui_opened' contains different entities if requests are configured in a logistic chest or not
Replies: 5
Views: 154

Re: [1.1.2][Modding]event 'on_gui_opened' contains different entities if requests are configured in a logistic chest or

Currently i use

Code: Select all

entity.get_logistic_point(defines.logistic_member_index.character_requester)
to check if a spidertron/character can have logistic requests set
For characters this has worked for a long time, i added spidertrons recently and maybe got lucky that character_requester works
by Choumiko
Sun Nov 29, 2020 8:15 pm
Forum: Modding help
Topic: [1.1] BUG: LuaEntity.request_slot_count always read 0
Replies: 6
Views: 269

Re: [1.1] BUG: LuaEntity.request_slot_count always read 0

it is always set to the configured request with the highest index/slot. If you want to do something to configured request that should be enough. for i=1, request_slot_count do --guaranteed to encouter every end if you want to set requests then just iterate over your data and use set/clear_request_sl...
by Choumiko
Sun Nov 29, 2020 9:57 am
Forum: Gameplay Help
Topic: Can I copy and paste site settings when configuring train?
Replies: 6
Views: 467

Re: Can I copy and paste site settings when configuring train?

kevinma wrote:
Fri Nov 27, 2020 1:43 pm
My question is: how to setup the first train quickly? The first train has a lot of similar station settings.
I made a tiny mod to help setting up a schedule with lots of the same conditions: https://mods.factorio.com/mod/DefaultTrainConditions
by Choumiko
Fri Nov 27, 2020 10:50 pm
Forum: Gameplay Help
Topic: Can I copy and paste site settings when configuring train?
Replies: 6
Views: 467

Re: Can I copy and paste site settings when configuring train?

They are asking about an individual station, not the entire schedule.

There is no way to copy the conditions of one station in the schedule and paste it to another station.

I don't know if there's a mod that does what you want.

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