Search found 35 matches

by GlassBricks
Wed Nov 06, 2024 12:42 am
Forum: Documentation Improvement Requests
Topic: [2.0.12] Unused (?) concepts in runtime docs, and other inconsistencies
Replies: 3
Views: 145

Re: [2.0.12] Unused (?) concepts in runtime docs, and other inconsistencies

[2.0.15] PipeConnectionDefinition::linked_connection_id has type uint32. But uint32 doesn't exist, it should be just uint
by GlassBricks
Wed Oct 30, 2024 1:18 am
Forum: Documentation Improvement Requests
Topic: [2.0.12] Unused (?) concepts in runtime docs, and other inconsistencies
Replies: 3
Views: 145

Re: [2.0.12] Unused (?) concepts in runtime docs, and other inconsistencies

LuaPostEntityDiedEventFilter::type is specified to only be "ghost", but the variant parameter imply that type can also be `"type"`.
by GlassBricks
Tue Oct 29, 2024 2:57 am
Forum: Documentation Improvement Requests
Topic: [2.0.12] Unused (?) concepts in runtime docs, and other inconsistencies
Replies: 3
Views: 145

Re: [2.0.12] Unused (?) concepts in runtime docs

More: defines.default_icon_size is empty and unused In SoundPath's description, the last 2 "notes" have been removed. Compare with docs for v1.1.110 In FluidIdentification, ForceIdentification, TechnologyIdentification, "Identification" has been shortened to "ID", but n...
by GlassBricks
Tue Oct 29, 2024 2:49 am
Forum: Documentation Improvement Requests
Topic: [2.0.12] Unused (?) concepts in runtime docs, and other inconsistencies
Replies: 3
Views: 145

[2.0.12] Unused (?) concepts in runtime docs, and other inconsistencies

Hi Bilka & co, it's me again! The following concepts don't seem to be referenced anywhere else: - VirtualSignalId - LogisticSections, LogisticSection, BlueprintLogisticFilter - BurnerUsageID - CircuitNetworkSelection Currently an completely empty table?? - RaiseEventParameters Yes, I do have a t...
by GlassBricks
Fri Oct 04, 2024 3:51 am
Forum: Assigned
Topic: [Boskid] [1.1.110] Blueprint crash with blueprint_position_relative_to_grid without snap_to_grid
Replies: 0
Views: 212

[Boskid] [1.1.110] Blueprint crash with blueprint_position_relative_to_grid without snap_to_grid

Given a blueprint LuaItemStack, with blueprint_snap_to_grid=nil but blueprint_position_relative_to_grid set: - With a small blueprint, no entities are visible, and trying to place it gives "cannot build out of map". - With a very large blueprint, the game crashes. Attached are the logs of ...
by GlassBricks
Sat Sep 21, 2024 5:39 am
Forum: Won't fix.
Topic: [raiguard][1.1.107][Linux] Tiny Cursor through Wayland
Replies: 5
Views: 1001

Re: [raiguard][1.1.107][Linux] Tiny Cursor through Wayland

According to https://github.com/libsdl-org/SDL/issues/9250, SDL2 seems to have been fixed this on their end, but Factorio needs to update.

So... can we has not tiny cursor on wayland please?
by GlassBricks
Sat Jun 01, 2024 4:57 am
Forum: Resolved Requests
Topic: $ref($runtime, (name)) appears in documentation examples in v1.1.108
Replies: 1
Views: 292

$ref($runtime, (name)) appears in documentation examples in v1.1.108

Since v1.1.108 (version 5), $ref($runtime, (name)) appears the documentation for LuaBootstrap::on_event and LuaBootstrap::raise_event, in the "examples".
These look like there were meant to be links instead.
by GlassBricks
Sat Jun 01, 2024 4:39 am
Forum: Resolved Requests
Topic: Missing defines.control_behavior.type in docs for v1.1.108
Replies: 2
Views: 378

Re: Missing defines.control_behavior.type in docs for v1.1.108

It seems the define has been moved to `defines.type` (instead of `defines.control_behavior.type`).
In-game/lua, the define is still in `defines.control_behavior.type`
by GlassBricks
Sat Jun 01, 2024 4:33 am
Forum: Resolved Requests
Topic: Unused (?) runtime concepts in v1.1.108
Replies: 1
Views: 356

Unused (?) runtime concepts in v1.1.108

Since v1.1.108, the following runtime concepts appear to not be used anywhere. Instead, these are duplicated in prototype concepts ("types"), where they are actually referenced. CircularParticleCreationSpecification CircularProjectileCreationSpecification AttackParameterFluid GunShift4Way ...
by GlassBricks
Sat Jun 01, 2024 4:27 am
Forum: Resolved Requests
Topic: Missing defines.control_behavior.type in docs for v1.1.108
Replies: 2
Views: 378

Missing defines.control_behavior.type in docs for v1.1.108

Since v1.1.108, the documentation for defines.control_behavior.type has mysteriously disappeared.

It's still linked/used by https://lua-api.factorio.com/1.1.108/cl ... .html#type
by GlassBricks
Mon Jan 29, 2024 6:56 am
Forum: Mod portal Discussion
Topic: Failed to upload mod: Unknown error (PY)
Replies: 2
Views: 572

Re: Failed to upload mod: Unknown error (PY)

Thanks for the quick reply. It seems the error is not unknown after all...
It's probably a low priority thing, but as a suggestion could this error message become less unknown and more descriptive?
by GlassBricks
Mon Jan 29, 2024 6:29 am
Forum: Mod portal Discussion
Topic: Failed to upload mod: Unknown error (PY)
Replies: 2
Views: 572

Failed to upload mod: Unknown error (PY)

When trying to upload a new version of my mod, I get a message that says "Unknown error (PY)". The message kindly told me to open a support forum here.

Attached is the mod zip.

Any help is appreciated; thanks in advance!
by GlassBricks
Tue Nov 07, 2023 7:46 pm
Forum: Resolved Problems and Bugs
Topic: Crash in Seablock after 1.1.95 update
Replies: 8
Views: 2164

Re: Crash in Seablock after 1.1.95 update

Here's a possibly related crash, that occurs in 1.1.95 (but not 1.1.94): I'm abusing a rail-remnants prototype to get a simple entity with the collision box of a curved rail. Making an educated guess from the stack trace, changing the time_to_live of that prototype from max 32-bit int (the type docu...
by GlassBricks
Sat May 27, 2023 7:19 pm
Forum: Modding interface requests
Topic: Allow read/write to blueprint's description
Replies: 2
Views: 707

Allow read/write to blueprint's description

Right now, AFAIK there is no API to read or write to blueprint descriptions.

I have a mod which deals with creating blueprints; it would be nice if I would allow users to save/write to descriptions, but this is currently not (reasonably) possible to do.
by GlassBricks
Fri Apr 28, 2023 6:45 pm
Forum: Modding interface requests
Topic: Allow mod to track entities across undo
Replies: 2
Views: 778

Re: Allow mod to track entities across undo

Another potential way to do this is to add a "old unit_number" field to events when undo is done. This means more work for the mod, but at least the mod can detect the undo and what entity it used to correspond to.
by GlassBricks
Fri Apr 28, 2023 6:41 pm
Forum: Modding interface requests
Topic: Extend on_player_fast_transferred with item dropped (Z)
Replies: 1
Views: 610

Re: Extend on_player_fast_transferred with item dropped (Z)

I also have a use case for this (checking module changes).

My current workaround is making a check for changes during on_player_cursor_changed, but that's inefficient and a bit hacky.
by GlassBricks
Wed Apr 26, 2023 5:54 pm
Forum: Modding interface requests
Topic: Fire on_player_rotated_entity event when an underground belt is rotated by dragging belt
Replies: 2
Views: 756

Fire on_player_rotated_entity event when an underground belt is rotated by dragging belt

Right now, no event is triggered when an underground belt is rotated by dragging a belt over it in the opposite direction.

Could we add some event, such as on_player_rotated_entity, to detect this?
by GlassBricks
Wed Apr 26, 2023 5:36 pm
Forum: Modding interface requests
Topic: Allow mod to track entities across undo
Replies: 2
Views: 778

Allow mod to track entities across undo

It is often desirable to attach some data to an entity, this can be done for instance, with a table by unit_number in global. However an entity is deleted, then the deletion is un-done. there is no way to remember or recover this data. The unit number changes, there's no other identifying info. The ...
by GlassBricks
Mon Apr 17, 2023 9:00 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][1.1.80] Cannot import very large blueprint book string
Replies: 6
Views: 3771

Re: [1.1.80] Cannot import very large blueprint book string

Rseding91 wrote: ↑
Sun Apr 16, 2023 11:20 am
This looks similar to viewtopic.php?f=182&t=105527
I looked at that post, and I think this may not be quite that similar:
- I'm using x11, not Wayland
- Importing the large string still works in earlier factorio versions (1.1.72)

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