Search found 57 matches

by Wiwiweb
Wed Nov 08, 2023 6:47 pm
Forum: Fixed for 2.0
Topic: [1.1.94] Passive battery drain while modular armor is unequipped (modded)
Replies: 3
Views: 615

Re: [1.1.94] Passive battery drain while modular armor is unequipped (modded)

The thing that made me think this was unintended Factorio behavior is that it's inconsistent with energy generators.

Equipments with passive energy generation in unequipped armors stop producing energy.
But equipments with passive energy drain in unequipped armors continue draining energy.
by Wiwiweb
Thu Nov 02, 2023 5:54 pm
Forum: Modding interface requests
Topic: Temperature of the fluid for `on_player_flushed_fluid`
Replies: 2
Views: 471

Re: Temperature of the fluid for `on_player_flushed_fluid`

Depending on the mod, some fluids are allowed to be flushed, and some fluids are not. So I couldn't restrict the entire permission.
by Wiwiweb
Tue Oct 17, 2023 1:27 am
Forum: Modding interface requests
Topic: Temperature of the fluid for `on_player_flushed_fluid`
Replies: 2
Views: 471

Temperature of the fluid for `on_player_flushed_fluid`

What? Simple enough, `on_player_flushed_fluid` returns the name of the fluid that was flushed, and the amount of fluid that was flushed. I would also like to know the temperature of the fluid that was flushed. In the edge case of a single fluid system containing multiple temperatures of the same fl...
by Wiwiweb
Thu Sep 28, 2023 2:21 am
Forum: Modding interface requests
Topic: Distance limit parameter for `spill_item_stacks`
Replies: 4
Views: 610

Distance limit parameter for `spill_item_stacks`

We recently came across a player bug where `spill_item_stacks` would take 10+ seconds to try and find a free position to spill items: https://forums.factorio.com/108931 We thought about how we could avoid this by checking before spilling, using either `count_entities_filtered` or `find_non_colliding...
by Wiwiweb
Wed Sep 27, 2023 7:13 pm
Forum: Technical Help
Topic: [1.1.91] game freezing for multiple(20-30) seconds every few seconds
Replies: 7
Views: 811

Re: [1.1.91] game freezing for multiple(20-30) seconds every few seconds

It's about a million items spilled on the ground, impressive!
We'll try to prevent giant spills like this in the future, but for now turning off these cannons or deleting this surface should fix your issue.
image.png
image.png (247.1 KiB) Viewed 712 times
by Wiwiweb
Sun Sep 10, 2023 6:42 pm
Forum: Minor issues
Topic: [0.18.18] Consumption graph inaccurate with modded lab.
Replies: 15
Views: 7630

Re: [0.18.18] Consumption graph inaccurate with modded lab.

Just to clarify since I link to this thread often anytime someone wonders about their consumption graphs:
This is an issue with loaders connected to any lab, even vanilla labs. The thread title should be "Consumption graph inaccurate with loaders feeding into lab."
by Wiwiweb
Fri Sep 08, 2023 9:54 pm
Forum: Modding interface requests
Topic: on_ghost_upgraded event
Replies: 2
Views: 425

Re: on_ghost_upgraded event

I guess. I was thinking such a flag would be a bit too specific for my use case and not useful for any other mod. Still worth trying, you're right.
by Wiwiweb
Thu Sep 07, 2023 10:19 pm
Forum: Modding interface requests
Topic: on_ghost_upgraded event
Replies: 2
Views: 425

on_ghost_upgraded event

NOT on_pre_ghost_upgraded . I need an event that can give me the new entity, not the old one. My use case is the Text Plates mod. I want to make the different colors of text plates replaceable. Each color is an entity prototype, each letter is a graphics_variation of that entity prototype. To chang...
by Wiwiweb
Mon Jun 05, 2023 6:41 am
Forum: Fixed for 2.0
Topic: Can't add a stop to a train for a couple ticks after setting another train to manual mode
Replies: 1
Views: 656

Can't add a stop to a train for a couple ticks after setting another train to manual mode

1-1) Load the provided save file with 2 locomotives 1-2) Run this console script, which sets the left locomotive to manual mode every tick: /c local surface = game.surfaces.nauvis local train = surface.find_entity("locomotive", {-5, -4.43}).train script.on_nth_tick(1, function() train.manu...
by Wiwiweb
Sun Apr 23, 2023 12:53 am
Forum: Implemented mod requests
Topic: on_cutscene_start and on_cutscene_end events
Replies: 4
Views: 1062

Re: on_cutscene_start and on_cutscene_end events

That doesn't seem to be true, or maybe not in all cases? This is the result from clicking the "Activate" button on Krastorio 2's intergalactic transmitter (Using this mod: https://mods.factorio.com/mod/0-event-trace - muted the on_player_position_changed and on_entity_damaged events for cl...
by Wiwiweb
Fri Apr 21, 2023 1:51 am
Forum: Implemented mod requests
Topic: on_cutscene_start and on_cutscene_end events
Replies: 4
Views: 1062

on_cutscene_start and on_cutscene_end events

What? I would like 2 new events: `on_cutscene_start` and `on_cutscene_end`, which trigger when anything starts/ends a cutscene. Why? When leaving or returning to Space Exploration's navigation satellite view, we need to save/restore the player's inventory. When a cutscene happens while someone is i...
by Wiwiweb
Tue Mar 21, 2023 5:36 pm
Forum: Duplicates
Topic: [1.1.77] Loaders feeding labs cause lower consumption values in graph
Replies: 2
Views: 590

Re: [1.1.77] Loaders feeding labs cause lower consumption values in graph

Yeah I'm pretty sure it's the same, the description from Rseding of the interaction between loaders and durability stacking matches was I was seeing.

You can close mine as duplicate.
by Wiwiweb
Tue Mar 21, 2023 5:18 pm
Forum: Duplicates
Topic: [1.1.77] Loaders feeding labs cause lower consumption values in graph
Replies: 2
Views: 590

[1.1.77] Loaders feeding labs cause lower consumption values in graph

Minimal save file for easy reproduction included. Reproduction Load the save file provided, which has 2 labs, one fed by loaders and one fed by stack inserters. Power the loader lab, let it run for a while. Unpower the loader lab, power the inserter lab, let it run for a while. Compare the consumpti...
by Wiwiweb
Sun Mar 12, 2023 9:51 pm
Forum: Documentation Improvement Requests
Topic: When can entities with fluid boxes be flipped?
Replies: 0
Views: 237

When can entities with fluid boxes be flipped?

As requested on discord (back in December but I forgot about it oops), I would like to know more about how to make an entity with fluidboxes flippable. For example, the SE electric boiler is an assembling machine with symmetrical fluidboxes, identical to the vanilla boiler. The vanilla boiler can be...
by Wiwiweb
Mon Jan 30, 2023 12:11 am
Forum: Resolved Problems and Bugs
Topic: [1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another
Replies: 8
Views: 2722

Re: [1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another

I see this was moved to "Not a bug". I still think it's a bug, and I think the devs would agree too, but I don't want to escalate.
I spoke too soon :P
by Wiwiweb
Mon Jan 30, 2023 12:02 am
Forum: Resolved Problems and Bugs
Topic: [1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another
Replies: 8
Views: 2722

Re: [1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another

It's a matter of definition. For me an item stack is a "LuaItemStack", and has nothing to do with the actual stack size of items. Most of the time, item stacks respect the stack size of items, but there are some exceptions (artillery wagons, the output slot of assembling machines, stacks o...
by Wiwiweb
Sun Jan 29, 2023 6:06 am
Forum: Resolved Problems and Bugs
Topic: [1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another
Replies: 8
Views: 2722

Re: [1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another

Loewchen wrote: ↑
Sun Jan 29, 2023 2:51 am
1 is a whole stack though.
Screenshot 2023-01-28 220533.jpg
Screenshot 2023-01-28 220533.jpg (52.64 KiB) Viewed 2699 times
The artillery wagon contains 1 stack of 20 shells. Artillery wagons don't care about the stack size of shells.
Silari wrote: ↑
Sun Jan 29, 2023 3:28 am
Is the return true or false from the transfer call?
True.
by Wiwiweb
Sun Jan 29, 2023 2:46 am
Forum: Resolved Problems and Bugs
Topic: [1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another
Replies: 8
Views: 2722

[1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another

Reproduction: Create 2 artillery wagons (minimal save file included). Fill the first wagon with a bunch of artillery shells. Run this code: /c local a = game.surfaces.nauvis.find_entities_filtered{name="artillery-wagon"} local inv_a = a[1].get_inventory(defines.inventory.cargo_wagon) loca...
by Wiwiweb
Wed Jan 18, 2023 10:23 pm
Forum: Modding interface requests
Topic: Separate the 2 functions of "catalyst_amount" into 2 parameters
Replies: 4
Views: 1208

Separate the 2 functions of "catalyst_amount" into 2 parameters

What? Currently you can add a "catalyst_amount" parameter to ingredients or results of a recipe. Added on an result, this has two functions: It stops the product from appearing in production stats. It prevents it from being affected by productivity. I would like have 2 new parameters to i...
by Wiwiweb
Tue Jan 10, 2023 6:13 am
Forum: Duplicates
Topic: [Genhis] [1.1.74] LuaPlayer.cursor_stack_temporary is false for copy-paste temporary blueprints
Replies: 1
Views: 679

[Genhis] [1.1.74] LuaPlayer.cursor_stack_temporary is false for copy-paste temporary blueprints

Reproduction
  • Copy a group of entities with Ctrl+C
  • `/c game.print(game.player.cursor_stack_temporary)` shows false
  • Press Q
  • Nothing appears in the inventory, the blueprint was destroyed. It was temporary.

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