Search found 35 matches
- 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
- 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"`.
- 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...
- 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...
- 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 ...
- 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?
So... can we has not tiny cursor on wayland please?
- 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.
These look like there were meant to be links instead.
- 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`
In-game/lua, the define is still in `defines.control_behavior.type`
- 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 ...
- 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
It's still linked/used by https://lua-api.factorio.com/1.1.108/cl ... .html#type
- 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?
It's probably a low priority thing, but as a suggestion could this error message become less unknown and more descriptive?
- 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!
Attached is the mod zip.
Any help is appreciated; thanks in advance!
- 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...
- 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.
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.
- 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.
- 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.
My current workaround is making a check for changes during on_player_cursor_changed, but that's inefficient and a bit hacky.
- 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?
Could we add some event, such as on_player_rotated_entity, to detect this?
- Wed Apr 26, 2023 5:50 pm
- Forum: Modding interface requests
- Topic: copy-paste by blueprint should trigger an event
- Replies: 7
- Views: 2332
- 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 ...
- 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
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)