Search found 9 matches
- Sun May 15, 2022 5:17 pm
- Forum: Bug Reports
- Topic: [1.1.59] Events on_player_changed_position and on_player_promoted run before on_player_created
- Replies: 0
- Views: 28
[1.1.59] Events on_player_changed_position and on_player_promoted run before on_player_created
In a mod, I initialize some data in on_player_created (and during on_init), and use it during on_player_changed_position. However, when creating a new save (freeplay scenario), on_player_changed_position was raised before on_player_created, which led to a crash (attempt to index nil, the player data...
- Tue Nov 16, 2021 1:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [1.1.46] on_game_created_from_scenario event not fired after "Save and Play" from map editor
- Replies: 1
- Views: 776
[Rseding] [1.1.46] on_game_created_from_scenario event not fired after "Save and Play" from map editor
Title says it all. This would allow testing (soft) mod setup behaviour without having to leave the map editor, create a new save, test, quit, reopen the map editor...
Edit: grammar
Edit: grammar
- Sun Nov 14, 2021 1:15 am
- Forum: Modding interface requests
- Topic: inconsistent `require` behavior when files imported by other mods
- Replies: 1
- Views: 302
inconsistent `require` behavior when files imported by other mods
When a file is imported using "__modname__.path.to.file", the behaviour of "require" within that file changes (vs a "normal" require). Based on my observations: If the file is in the root of the mod directory, relative imports do not work at all. If the file is in a fol...
- Tue Nov 09, 2021 10:25 pm
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 221
- Views: 24109
Re: Small documentation improvement requests
-> Thanks, this is clarified for the next release.
- Sun Oct 17, 2021 6:14 pm
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 221
- Views: 24109
Re: Small documentation improvement requests
For defines.events.on_game_created_from_scenario we could add the additional note that "This event is not fired when the scenario is loaded via the map editor", a fact I discovered only after digging around a bit. This would be useful to note that this event could be used to detect whethe...
- Mon Jul 12, 2021 3:07 pm
- Forum: Modding interface requests
- Topic: Set "Grid position" of blueprints
- Replies: 7
- Views: 1010
Re: Set "Grid position" of blueprints
Oh, so to change the "grid position" I would edit the positions of all the blueprint entities.
A get/set_grid_position still could be useful, though.
But even if not implemented, at least the grid position behavior should be documented somewhere.
A get/set_grid_position still could be useful, though.
But even if not implemented, at least the grid position behavior should be documented somewhere.
- Sun Jul 11, 2021 5:57 pm
- Forum: Modding interface requests
- Topic: Set "Grid position" of blueprints
- Replies: 7
- Views: 1010
Set "Grid position" of blueprints
Currently (v1.1.35) there is no way to read/write the "Grid position" setting of blueprints from lua (on LuaItemStack). Could we get this feature? There is an older forum post on this topic https://forums.factorio.com/viewtopic.php?f=28&t=96815 marked "solved", but it only de...
- Sat Jun 26, 2021 3:41 am
- Forum: Pending
- Topic: [1.1.34] Crash when attempting to paste lua-script created blueprint with invalid snap-to-grid configuration
- Replies: 2
- Views: 403
Re: [1.1.34] Crash when attempting to paste lua-script created blueprint with invalid snap-to-grid configuration
Here's a portion of the code that produced the crash: -- (in a function) local blueprint = getBpForLayer() -- creates and returns a LuaItemStack in a script inventory, that is a blueprint local blueprintedEntities = blueprint.create_blueprint({surface = self.surface, force = "player", area...
- Fri Jun 11, 2021 5:32 pm
- Forum: Pending
- Topic: [1.1.34] Crash when attempting to paste lua-script created blueprint with invalid snap-to-grid configuration
- Replies: 2
- Views: 403
[1.1.34] Crash when attempting to paste lua-script created blueprint with invalid snap-to-grid configuration
I'm creating a (yet to be released) mod that involves programmatically creating/pasting blueprints. In the mod, using lua, I created a blueprint (inside a container inside a custom surface to hold the LuaItemStack), set blueprint_position_relative_to_grid, but did not set blueprint_snap_to_grid. Whe...