Search found 33 matches

by RedRafe
Tue May 20, 2025 3:38 am
Forum: Modding interface requests
Topic: Add field Count to TechnologyTriggers
Replies: 6
Views: 516

Re: Add field Count to TechnologyTriggers

I'm sorry but Petra's request of recipe-specific tracking was not part of the original post (craft already has count field). Does it mean Mine/Send/Build cannot have a count field as well?
by RedRafe
Thu May 15, 2025 5:34 am
Forum: Modding interface requests
Topic: Add field Count to TechnologyTriggers
Replies: 6
Views: 516

Add field Count to TechnologyTriggers

Hello,

I would like to request if it would be possible to add field `count` (optional, default to 1) to prototypes of TechnologyTrigger::MineEntityTechnologyTrigger and TechnologyTrigger::SendItemToOrbitTechnologyTrigger, and TechnologyTrigger::BuildEntityTechnologyTrigger ...
by RedRafe
Fri May 09, 2025 6:17 am
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.47] Crash undoing cargo-wagon deconstruction from map view (LogisticCellCharger::updateChargingSpots)
Replies: 2
Views: 1488

[Genhis][2.0.47] Crash undoing cargo-wagon deconstruction from map view (LogisticCellCharger::updateChargingSpots)

Hello,

I would like to report a crash to desktop when undoing a marking for deconstruction of a cargo wagon while in map view. This happened in multiplayer but I tested & reproduced it perfectly in single player as well.

Steps to reproduce it
0. Open the provided save " Wagon_Crash " provided in ...
by RedRafe
Tue Mar 04, 2025 8:51 pm
Forum: Gameplay Help
Topic: Shared charts and radar behaviors
Replies: 2
Views: 446

Re: Shared charts and radar behaviors

Forwarding a reply by Rseding just FYI on this topic: the engine skips charting if a force has no players, which explains why on my single player tests all those entities didnt chart any:

The chunks are still marked as to-be-charted but the actual chart is not scanned if there are no players on ...
by RedRafe
Tue Feb 25, 2025 8:09 pm
Forum: Gameplay Help
Topic: Shared charts and radar behaviors
Replies: 2
Views: 446

Re: Shared charts and radar behaviors

I'm attaching a save of Factorio v2.0.35 with the test example of this, as well as a screenshot: https://imgur.com/a/pQaTfqd
by RedRafe
Mon Feb 24, 2025 7:58 pm
Forum: Gameplay Help
Topic: Shared charts and radar behaviors
Replies: 2
Views: 446

Shared charts and radar behaviors

Hello, I have a few questions about shared charts and built-in radar behaviors in 2.0.

My issue is: when dealing with multiple forces, that have LuaForce::share_chart set to true, some entities share their charting area, while others dont. Here's my tests.

Case A : same force.

- These entities ...
by RedRafe
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: 580

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 ...
by RedRafe
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: 580

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.
by RedRafe
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: 580

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 ...
by RedRafe
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: 580

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:
by RedRafe
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: 580

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
by RedRafe
Thu Dec 19, 2024 11:48 am
Forum: Already exists
Topic: [2.0.27] Allow LuaEntity::get_recipe() for 'furnace'
Replies: 2
Views: 590

Re: [2.0.27] Allow LuaEntity::get_recipe() for 'furnace'

Yup, sorry. :roll:

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!
by RedRafe
Thu Dec 19, 2024 11:33 am
Forum: Already exists
Topic: [2.0.27] Allow LuaEntity::get_recipe() for 'furnace'
Replies: 2
Views: 590

[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 ...
by RedRafe
Mon Dec 09, 2024 2:16 pm
Forum: Pending
Topic: [2.0.24] Crash with rcon (TileHighlightHelperData::renderTileHighlights)
Replies: 3
Views: 399

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)
by RedRafe
Mon Dec 09, 2024 12:41 pm
Forum: Pending
Topic: [2.0.24] Crash with rcon (TileHighlightHelperData::renderTileHighlights)
Replies: 3
Views: 399

[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 ...
by RedRafe
Thu Nov 28, 2024 10:39 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.22] Cannot place landfill over shallow/mud water tiles
Replies: 2
Views: 3609

[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 ...
by RedRafe
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: 978

[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 ...

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