Search found 26 matches
- Mon Jan 27, 2025 9:50 pm
- Forum: Modding interface requests
- Topic: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
- Replies: 9
- Views: 240
Re: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
One possible improvement would be adding a build_check_type to create_entity which would allow you to merge the can_place_entity and create_entity calls. This would roughly half the cost because can_place_entity internally does *almost* the same thing as create_entity, but it then throws it all ...
- Mon Jan 27, 2025 9:15 pm
- Forum: Modding interface requests
- Topic: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
- Replies: 9
- Views: 240
Re: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
Alright, thanks for taking the time to check and profile it
- Mon Jan 27, 2025 9:08 pm
- Forum: Modding interface requests
- Topic: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
- Replies: 9
- Views: 240
Re: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
Like I could check for can_place before adding the new entity data to the array, and then just pass the array to the API.
- Mon Jan 27, 2025 9:06 pm
- Forum: Modding interface requests
- Topic: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
- Replies: 9
- Views: 240
Re: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
The check for `can_create` can be removed with another code example and in any application where I already know I can (or must force to) place the entity. Main question is if an hypothetical
surface.create_entities(entities)
would save any non-irrelevant amount of time compared to
for ...
surface.create_entities(entities)
would save any non-irrelevant amount of time compared to
for ...
- Mon Jan 27, 2025 8:07 pm
- Forum: Modding interface requests
- Topic: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
- Replies: 9
- Views: 240
Re: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
Sure. Here's a simple code to reproduce what a scenario normally does to create a custom map:
- Mon Jan 27, 2025 2:22 pm
- Forum: Modding interface requests
- Topic: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
- Replies: 9
- Views: 240
Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
Hello,
I would like to ask if adding these APIs would actually benefit game performance by reducing the number of API calls from mods:
LuaSurface::create_entity --> LuaSurface::create_entities
LuaSurface:set_tiles --> LuaSurface::set_hidden_tiles, LuaSurface::set_double_hidden_tiles
I would like to ask if adding these APIs would actually benefit game performance by reducing the number of API calls from mods:
LuaSurface::create_entity --> LuaSurface::create_entities
LuaSurface:set_tiles --> LuaSurface::set_hidden_tiles, LuaSurface::set_double_hidden_tiles
- Thu Dec 19, 2024 11:48 am
- Forum: Already exists
- Topic: [2.0.27] Allow LuaEntity::get_recipe() for 'furnace'
- Replies: 2
- Views: 206
Re: [2.0.27] Allow LuaEntity::get_recipe() for 'furnace'
Yup, sorry.
I got misled by "get_recipe(): Can only be used if this is CraftingMachine" and "previous_recipe: Can only be used if this is Furnace" and assumed it wasnt derived to child class.
Topic is already solved, thanks!
I got misled by "get_recipe(): Can only be used if this is CraftingMachine" and "previous_recipe: Can only be used if this is Furnace" and assumed it wasnt derived to child class.
Topic is already solved, thanks!
- Thu Dec 19, 2024 11:33 am
- Forum: Already exists
- Topic: [2.0.27] Allow LuaEntity::get_recipe() for 'furnace'
- Replies: 2
- Views: 206
[2.0.27] Allow LuaEntity::get_recipe() for 'furnace'
Hi,
I've encountered this issue with my mod Factory Efficiency Tracker (https://mods.factorio.com/mod/factory-efficiency-tracker).
When reading an entity's recipe, there's "get_recipe()" if type is "crafting-machine" and "previous_recipe" if type is "furnace".
However, a furnace starting crafting ...
I've encountered this issue with my mod Factory Efficiency Tracker (https://mods.factorio.com/mod/factory-efficiency-tracker).
When reading an entity's recipe, there's "get_recipe()" if type is "crafting-machine" and "previous_recipe" if type is "furnace".
However, a furnace starting crafting ...
- Mon Dec 09, 2024 2:28 pm
- Forum: Pending
- Topic: [2.0.24] Crash with rcon (TileHighlightHelperData::renderTileHighlights)
- Replies: 3
- Views: 205
Re: [2.0.24] Crash with rcon (TileHighlightHelperData::renderTileHighlights)
Other said they may have been holding bricks
- Mon Dec 09, 2024 2:16 pm
- Forum: Pending
- Topic: [2.0.24] Crash with rcon (TileHighlightHelperData::renderTileHighlights)
- Replies: 3
- Views: 205
Re: [2.0.24] Crash with rcon (TileHighlightHelperData::renderTileHighlights)
One of them said he could have been holding an offshore pump from map view (maybe a ghost of an offshore pump)
- Mon Dec 09, 2024 12:41 pm
- Forum: Pending
- Topic: [2.0.24] Crash with rcon (TileHighlightHelperData::renderTileHighlights)
- Replies: 3
- Views: 205
[2.0.24] Crash with rcon (TileHighlightHelperData::renderTileHighlights)
Hello,
I'm hosting a multiplayer game on a dedicated server, map has been running for 50-60 hours already with no issues so far.
This morning I had 2 regular players of the server crash to desktop just when rejoining the game. The game crashed only on their side, in those 2 separate occasions ...
I'm hosting a multiplayer game on a dedicated server, map has been running for 50-60 hours already with no issues so far.
This morning I had 2 regular players of the server crash to desktop just when rejoining the game. The game crashed only on their side, in those 2 separate occasions ...
- Thu Nov 28, 2024 10:39 am
- Forum: Assigned
- Topic: [Lou][2.0.22] Cannot place landfill over shallow/mud water tiles
- Replies: 1
- Views: 254
[Lou][2.0.22] Cannot place landfill over shallow/mud water tiles
Issue:
- player CANNOT place landfill tiles on top of "water-shallow" or "water-mud" tiles
- it CAN place landfill on top of regular water, deep water, green water...
I checked with 1.1, and confirmed that in 1.1 it was instead possible to landfill shallow/mud water tiles.
Collision mask for ...
- player CANNOT place landfill tiles on top of "water-shallow" or "water-mud" tiles
- it CAN place landfill on top of regular water, deep water, green water...
I checked with 1.1, and confirmed that in 1.1 it was instead possible to landfill shallow/mud water tiles.
Collision mask for ...
- Sun Oct 27, 2024 8:43 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.11] LuaGame::merge_forces causes inventory losses in space platforms
- Replies: 2
- Views: 631
[Genhis][2.0.11] LuaGame::merge_forces causes inventory losses in space platforms
Hi, here's a bug I think I found when using different forces.
Issue: when merging forces, spaceship hubs don't account for connected cargo bays increasing their inventory size for a split second, resulting in inventories being trimmed and items lost during the process.
Expected behavior: account ...
Issue: when merging forces, spaceship hubs don't account for connected cargo bays increasing their inventory size for a split second, resulting in inventories being trimmed and items lost during the process.
Expected behavior: account ...
- Wed Oct 23, 2024 9:58 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.8] Cannot create space platform associated with current planet
- Replies: 2
- Views: 444
Re: [2.0.8] Cannot create space platform associated with current planet
Closing this thread as the issue got solve on discord: planet was not unlocked for the force's locations, so their own planet was not listed in the UI.
ref: https://discord.com/channels/1396775903 ... 3945725010
Thanks Bilka!
ref: https://discord.com/channels/1396775903 ... 3945725010
Thanks Bilka!
- Wed Oct 23, 2024 8:48 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.8] Cannot create space platform associated with current planet
- Replies: 2
- Views: 444
Re: [2.0.8] Cannot create space platform associated with current planet
Ok, I received another save with same bug: cannot create a space platform linked to their planet, only on nauvis. Im gonna link the othe save as well.
- Wed Oct 23, 2024 4:37 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.8] Cannot create space platform associated with current planet
- Replies: 2
- Views: 444
[2.0.8] Cannot create space platform associated with current planet
Hello,
I received this save from an user playing one of my mods that lets you start on different planets.
Issue is: creating a space platform with the UI button does not let you create a space platform attached to your current planet, but always create a space platform attached to `Nauvis`.
i.e ...
I received this save from an user playing one of my mods that lets you start on different planets.
Issue is: creating a space platform with the UI button does not let you create a space platform attached to your current planet, but always create a space platform attached to `Nauvis`.
i.e ...
- Mon Oct 21, 2024 5:53 pm
- Forum: Pending
- Topic: [2.0.7] Crash in multiplayer (updateTooltip())
- Replies: 2
- Views: 262
Re: [2.0.7] Crash in multiplayer (updateTooltip())
Allright thanks. Might be me using still the standalone from beta instead of the steam release. Consider this closed then. Thanks
- Mon Oct 21, 2024 4:56 pm
- Forum: Pending
- Topic: [2.0.7] Crash in multiplayer (updateTooltip())
- Replies: 2
- Views: 262
[2.0.7] Crash in multiplayer (updateTooltip())
Unfortunately I cannot provide much details on the circumstances of the creashes. We're playing a MP game with SA enabled and game started crashing.
- What did you do?
Was standing still on another window, can't say for others in game.
- What happened?
Game crashed.
- Does it happen always, once ...
- What did you do?
Was standing still on another window, can't say for others in game.
- What happened?
Game crashed.
- Does it happen always, once ...
- Wed Jun 21, 2023 11:30 am
- Forum: Pending
- Topic: [StrangePan][1.1.85][macOS] Inconsistent UI load (mac/graphics/menu/GUI/incomplete)
- Replies: 5
- Views: 915
[StrangePan][1.1.85][macOS] Inconsistent UI load (mac/graphics/menu/GUI/incomplete)
Closing Factorio and re-launching causes inconsistent/broken UI:
Schermata 2023-06-21 alle 10.58.17.png
1. What did you do?
Starting Factorio app a 2nd-3rd time in a row. No mods, just Factorio base v1.1.85
2. What happened?
The main menu UI, and all in-game UI are broken
3. Expected ...
Schermata 2023-06-21 alle 10.58.17.png
1. What did you do?
Starting Factorio app a 2nd-3rd time in a row. No mods, just Factorio base v1.1.85
2. What happened?
The main menu UI, and all in-game UI are broken
3. Expected ...
- Wed Jun 21, 2023 8:51 am
- Forum: Ideas and Suggestions
- Topic: Search installed mods by author (in game)
- Replies: 3
- Views: 1113
Re: Search installed mods by author (in game)
I was going to open a new thread for this, but it seems Xori beat me again :P
The possibility to search by author in the in-game "Manage" mods tab would be really helpful. Now that the mod portal got a refactor for the mods explorer, the lack of this basic functionality in game is even more ...
The possibility to search by author in the in-game "Manage" mods tab would be really helpful. Now that the mod portal got a refactor for the mods explorer, the lack of this basic functionality in game is even more ...