Search found 14 matches

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: 1074

[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: 307

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: 196

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: Modding interface requests
Topic: Small documentation improvement requests
Replies: 244
Views: 28056

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: 760

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

Ah, so I was missing something after all.
by InappropriatePenguin
Sun Jan 23, 2022 2:09 pm
Forum: Modding help
Topic: Made my first mod but need advice on extra feature
Replies: 5
Views: 760

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

Took a peek at your code, and unless I'm missing something, it seems like you're replicating the items in the character's trash inventory and placing them in nearby active provider chests, but you're not ever actually deleting them from the trash inventory. When you iterate over trash_inventory, yo...
by InappropriatePenguin
Mon Nov 29, 2021 5:21 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 244
Views: 28056

Re: Small documentation improvement requests

LuaEntity.damage(damage, force, type, dealer) [ https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.damage ] It appears that the `dealer` entity must be located on the same surface as the entity being damaged, or it will raise an error. Perhaps this can be mentioned, either in the paramete...
by InappropriatePenguin
Fri Nov 26, 2021 3:54 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 244
Views: 28056

Re: Small documentation improvement requests

LuaGameScript.delete_surface() ( https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.delete_surface ) This function appears to be similar to LuaSurface.delete_chunk() and LuaSurface.clear() in that it does not run immediately when called but rather appears to run either at the end ...
by InappropriatePenguin
Sun Oct 31, 2021 9:24 am
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 244
Views: 28056

Re: Small documentation improvement requests

LuaControl.set_personal_logistic_slot ( https://lua-api.factorio.com/latest/LuaControl.html#LuaControl.set_personal_logistic_slot ) The function returns a boolean value reflecting whether it was successful or not. The note for that function however states that it will silently fail if personal logi...
by InappropriatePenguin
Thu Oct 28, 2021 2:19 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 244
Views: 28056

Re: Small documentation improvement requests

I think there's a mistake in the description of this function: https://lua-api.factorio.com/next/LuaControl.html#LuaControl.is_cursor_blueprint . It refers to a `get_cursor_blueprint_entities` function which I couldn't find in the APIβ€”I was guessing it meant to refer to `get_blueprint_entities`, wh...
by InappropriatePenguin
Thu Oct 28, 2021 1:36 am
Forum: Modding help
Topic: RFH: Checking if a ghost has a (personal) bot assigned
Replies: 2
Views: 336

Re: RFH: Checking if a ghost has a (personal) bot assigned

Not sure if you were still looking for an answer, but I came across these, which I think would do what you wanted: https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.is_registered_for_construction https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.is_registered_for_deconstruction
by InappropriatePenguin
Thu Oct 14, 2021 1:28 pm
Forum: Modding interface requests
Topic: Allow items and fluids in a selector
Replies: 5
Views: 876

Re: Allow items and fluids in a selector

Just wanted to +1 this request. I'm currently having to show all signals in order to allow the player to select items/fluids from the same button in my mod (https://mods.factorio.com/mod/production-analyst) and I just ignore any virtual signal input.
by InappropriatePenguin
Mon Sep 13, 2021 7:19 pm
Forum: Won't fix.
Topic: [1.1.39] Crash to desktop when a self-referencing item-name is used in a locale file
Replies: 1
Views: 488

[1.1.39] Crash to desktop when a self-referencing item-name is used in a locale file

When defining localized strings, having the following in the loaded .cfg file will lead to a crash-to-desktop when the game tries to display the item name, such as when the player hovers over the example-item in the crafting menu. [item-name] example-item=__ITEM__example-item__ Log file is attached,...

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