Search found 29 matches

by InappropriatePenguin
Mon Mar 27, 2023 2:59 pm
Forum: Modding help
Topic: Unable to remove gap between two buttons in a flow
Replies: 2
Views: 560

Re: Unable to remove gap between two buttons in a flow

You probably just need to set the horizontal spacing of the flow to 0.

Code: Select all

flow.style.horizontal_spacing = 0
by InappropriatePenguin
Wed Jan 04, 2023 5:45 am
Forum: Modding help
Topic: Entity removed without raising an event
Replies: 4
Views: 676

Re: Entity removed without raising an event

to clarify, is on_entity_destroyed guaranteed to fire after removal no matter what? Yes, it is guaranteed to fire no matter what made your entity stop existing. The caveat is that it could take 1–2 ticks before the event fires and you have to register each entity you want that event to be raised fo...
by InappropriatePenguin
Wed Jan 04, 2023 12:19 am
Forum: Modding help
Topic: Entity removed without raising an event
Replies: 4
Views: 676

Re: Entity removed without raising an event

Is it possible for an entity to be removed from a world without raising an event? Yes. Any entities destroyed by script using LuaEntity::destroy won't raise any events by default, unless raise_destroy=true is passed in that function call. Players placing waterfill under an entity is one other commo...
by InappropriatePenguin
Wed Dec 21, 2022 2:28 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.72] Mac does not auto update to .74
Replies: 8
Views: 1810

Re: [1.1.72] Mac does not auto update to .74

Thanks—I sadly got impatient and redownloaded the full game to get 1.1.74 :|
by InappropriatePenguin
Mon Dec 19, 2022 3:51 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.72] Mac does not auto update to .74
Replies: 8
Views: 1810

Re: [1.1.72] Mac version doesn't see updates

I'm experiencing the same issue. Here's my log file, in case it's helpful. 0.001 2022-12-19 19:44:02; Factorio 1.1.72 (build 60222, mac-x64, full) 0.008 Operating system: macOS 10.16.0 0.009 Program arguments: "/Applications/factorio.app/Contents/MacOS/factorio" 0.009 Config path: /Users/u...
by InappropriatePenguin
Thu Dec 08, 2022 9:14 pm
Forum: Modding interface requests
Topic: Accidental Gloabals
Replies: 2
Views: 689

Re: Accidental Gloabals

It would be funny if fixing this were to break some mods :D
by InappropriatePenguin
Sun Nov 27, 2022 6:54 am
Forum: Not a bug
Topic: [1.1.72] Crash loading moded save
Replies: 7
Views: 1584

Re: [1.1.72] Crash loading moded save

The issue you're having is related to an incompatibility that SE has with an item type used by version 1.3.0+ of Memory Storage. This will eventually get resolved on SE's end. In the meantime, you can download version 1.2.15 from the mod portal and place the zip file in your mods folder (after delet...
by InappropriatePenguin
Sun Nov 06, 2022 5:29 am
Forum: Documentation Improvement Requests
Topic: API Docs Visual Refresh
Replies: 5
Views: 1601

Re: API Docs Visual Refresh

Having played around with the new design some more, I really miss the blue color used in the previous design for links (and throughout the Factorio homepage) over the new brown one. The latter just feels a lot harder to read. I would suggest either using the old blue color or increasing the brightne...
by InappropriatePenguin
Sun Oct 23, 2022 3:21 am
Forum: Modding help
Topic: Space Exploration. Remove se-core-fragment-omni
Replies: 4
Views: 1679

Re: Space Exploration. Remove se-core-fragment-omni

Is sealing the seam not adequate? It would allow you to build anything over it without completely losing the seam.
by InappropriatePenguin
Sat Oct 22, 2022 8:02 am
Forum: Modding help
Topic: Space Exploration. Remove se-core-fragment-omni
Replies: 4
Views: 1679

Re: Space Exploration. Remove se-core-fragment-omni

Even if you were to get the correct name for the seam resource, you'll find that SE will immediately recreate them after they get destroyed (if the chunk they were in is still generated). SE does this in order to make the sealing mechanic works in the way it does, and to make sure players don't perm...
by InappropriatePenguin
Sat Oct 22, 2022 1:00 am
Forum: Modding help
Topic: Game "freezing" when deleting chunks [SE + K2]
Replies: 5
Views: 869

Re: Game "freezing" when deleting chunks [SE + K2]

I loaded your savefile with a small subset of your mods (SE and its dependencies + K2), and I was able to trim Nauvis in about 30 seconds on a laptop. One of your other mods (which I didn't have enabled) is presumably listening for chunks getting deleted (or registered entities getting destroyed) an...
by InappropriatePenguin
Mon Oct 10, 2022 8:20 pm
Forum: Won't implement
Topic: Ability to request the nearest enemy
Replies: 4
Views: 1430

Re: Ability to request the nearest enemy

I only thought to ask because I figured the game likely has much of this functionality (or something similar) already implemented for use with artillery based on a comment that Rseding made in the mod-making channel. It also seemed like something that other modders might make use of. Happy to do it ...
by InappropriatePenguin
Mon Oct 10, 2022 4:44 pm
Forum: Won't implement
Topic: Ability to request the nearest enemy
Replies: 4
Views: 1430

Ability to request the nearest enemy

I'd like to propose the addition of LuaSurface::request_nearest_enemy . Briefly, a call to this method would return a uint id for the request and would search for the nearest enemy entity meeting the specified criteria in a rate-limited way. Once the request is finished (upon finding an enemy, upon ...
by InappropriatePenguin
Fri Jul 29, 2022 6:38 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83128

Re: Small documentation improvement requests

The "type" field of a CapsuleAction object is "artillery-remote" for artillery targeting remotes. This is not included as one of the possible options for that field in the docs . To verify, hold an artillery remote in your cursor and type: [code]/c game.print(game.player.cursor_...
by InappropriatePenguin
Wed Jul 27, 2022 2:41 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.62] Crash upon creating a blueprint of circuit-connected linked containers
Replies: 1
Views: 1837

[boskid][1.1.62] Crash upon creating a blueprint of circuit-connected linked containers

I'm encountering a crash-to-desktop when trying to create a blueprint of, or copy (using Command + C) two or more circuit-connected entities, if one or more of them are linked chests. I created a test mod to demonstrate the issue, since the base game's linked-chest prototype does not support circuit...
by InappropriatePenguin
Wed Apr 20, 2022 5:07 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.57] NaN in global table silently corrupts savefiles
Replies: 1
Views: 2387

[boskid][1.1.57] NaN in global table silently corrupts savefiles

It appears that NaN values in a mod or scenario's global table are flagged as being corrupt when trying to load a savefile, but not when making it. This is problematic, because the player can easily overwrite all of their savefiles/autosaves without realizing they're all corrupt. It would be great i...
by InappropriatePenguin
Mon Feb 14, 2022 8:15 am
Forum: Technical Help
Topic: Stuttering, which mod zu blame?
Replies: 3
Views: 1276

Re: Stuttering, which mod zu blame?

When you enable "show time usage" in debug options, three numbers will be shown next to each mod name in the form average/min/max. You'll want to pay attention to that third number when investigating such occasional stutters.
by InappropriatePenguin
Sun Feb 06, 2022 8:34 am
Forum: Modding interface requests
Topic: Add non-blocking request_to_regenerate methods
Replies: 0
Views: 641

Add non-blocking request_to_regenerate methods

The most straightforward way to regenerate entities and decoratives after tile replacement is to use LuaSurface :: regenerate_entity and LuaSurface :: regenerate_decorative . The problem with both of these functions is that they block further script execution until they are completed. While those fu...
by InappropriatePenguin
Mon Jan 24, 2022 4:06 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83128

Re: Small documentation improvement requests

LuaEntity :: crafting_progress

In previous versions of the API (like this one), this property had a note that it can only be used for crafting machines. This note is no longer there even though I still believe it applies.


-> As noted before, this has been fixed for the next release.
by InappropriatePenguin
Sun Jan 23, 2022 7:44 pm
Forum: Modding help
Topic: Made my first mod but need advice on extra feature
Replies: 5
Views: 1935

Re: Made my first mod but need advice on extra feature

Ah, so I was missing something after all.

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