Search found 1352 matches
- 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: 2253
[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...
- Thu Jan 07, 2021 10:35 am
- Forum: Modding interface requests
- Topic: Separate enabling of personal logistics and auto-trash
- Replies: 0
- Views: 976
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.
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.
- Thu Jan 07, 2021 10:28 am
- Forum: Modding interface requests
- Topic: Set/get personal requests in bulk
- Replies: 1
- Views: 1190
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 ...
- 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: 3688
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"
- 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"
- Sat Dec 05, 2020 7:36 am
- Forum: Not a bug
- Topic: [1.1.5] new train behaviour introduce refuel problem
- Replies: 5
- Views: 2470
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.
If you want to make sure your train gets completely refueled add the "Inactivity" condition to the station in the schedule.
- Fri Dec 04, 2020 2:18 pm
- Forum: General discussion
- Topic: Chain signals are overused
- Replies: 23
- Views: 9434
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...
- 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: 2704
[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 a...
- Thu Dec 03, 2020 10:08 pm
- Forum: Modding help
- Topic: relative_gui_type for pumps?
- Replies: 2
- Views: 1202
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...
- 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: 2193
[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 expect...
- 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: 7322
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.
- 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: 7322
[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
- Wed Dec 02, 2020 7:50 am
- Forum: Modding help
- Topic: a performant way of picking random entities
- Replies: 4
- Views: 1638
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...
- Tue Dec 01, 2020 7:54 pm
- Forum: Modding help
- Topic: Allow for shorter, rather than longer, reach.
- Replies: 15
- Views: 2978
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
Unless you just want to use a console command
- Tue Dec 01, 2020 6:47 pm
- Forum: Not a bug
- Topic: [1.1.3] Unexpected behaviour when draging power poles
- Replies: 4
- Views: 2111
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.
- 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: 1990
Re: [1.1.2][Modding]event 'on_gui_opened' contains different entities if requests are configured in a logistic chest or
Currently i use
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
Code: Select all
entity.get_logistic_point(defines.logistic_member_index.character_requester)
For characters this has worked for a long time, i added spidertrons recently and maybe got lucky that character_requester works
- Sun Nov 29, 2020 8:15 pm
- Forum: Modding help
- Topic: [1.1] BUG: LuaEntity.request_slot_count always read 0
- Replies: 6
- Views: 2824
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...
- Sun Nov 29, 2020 9:57 am
- Forum: Gameplay Help
- Topic: Can I copy and paste site settings when configuring train?
- Replies: 6
- Views: 3533
Re: Can I copy and paste site settings when configuring train?
I made a tiny mod to help setting up a schedule with lots of the same conditions: https://mods.factorio.com/mod/DefaultTrainConditions
- Sat Nov 28, 2020 11:04 pm
- Forum: Modding interface requests
- Topic: [1.1.2] Expose train stop limit information to Lua
- Replies: 3
- Views: 1529
- Sat Nov 28, 2020 8:19 am
- Forum: Modding help
- Topic: [1.1.1] shortcut and custom-input: create-blueprint-item not valid action
- Replies: 2
- Views: 1315
- Fri Nov 27, 2020 10:50 pm
- Forum: Gameplay Help
- Topic: Can I copy and paste site settings when configuring train?
- Replies: 6
- Views: 3533
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.
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.