I was having an issue with projectiles triggering before reaching their target, and I suspected it had something to do with their max range.
After a while, I found out the default max range of projectiles is 1000, which isn't listed in the docs.
Should be an easy fix, thank you in advance!
Search found 66 matches
- Wed Aug 14, 2024 10:28 pm
- Forum: Resolved Requests
- Topic: LuaSurface::create_entity projectile missing default value for max_range
- Replies: 2
- Views: 200
- Mon Jul 29, 2024 6:41 pm
- Forum: Modding discussion
- Topic: Limiting prototype names in 2.0
- Replies: 4
- Views: 584
Re: Limiting prototype names in 2.0
Most modded prototypes already follow the third restriction, so people won't really have to update anything. This change simplifies string matching in mods as well, and as someone who's made both mods and external tools, I'd definitely support this change.
- Sun Jun 30, 2024 8:25 pm
- Forum: Bug Reports
- Topic: [1.1.109] quick_bar_set_selected_page permission doesn't prevent changing page
- Replies: 1
- Views: 311
Re: [1.1.109] quick_bar_set_selected_page permission doesn't prevent changing page
Upon further inspection, it's because I had the quick_bar_set_selected_page permission disabled.
I would expect this permission to actually disable the player's ability to do that, rather than just make it desync state between the api and the client.
I would expect this permission to actually disable the player's ability to do that, rather than just make it desync state between the api and the client.
- Sun Jun 30, 2024 8:09 pm
- Forum: Bug Reports
- Topic: [1.1.109] quick_bar_set_selected_page permission doesn't prevent changing page
- Replies: 1
- Views: 311
[1.1.109] quick_bar_set_selected_page permission doesn't prevent changing page
When a player changes their active quickbar row manually, whether it's from Shift + #, clicking on the button, using previous/next hotkeys, or rotating quickbars, none of it is reflected in the API. The script isn't ever aware of what the active quickbar is, unless the script sets the active quickba...
- Mon May 27, 2024 7:19 pm
- Forum: Fixed for 2.0
- Topic: [1.1.107] LuaInventory::set_bar without parameters doesn't reset bar button
- Replies: 1
- Views: 303
[1.1.107] LuaInventory::set_bar without parameters doesn't reset bar button
When clearing the bar through script, the bar button is still toggled, even though there is no bar. This makes the player have to click on the button twice when they want to set the bar manually, instead of the normal twice. If the player closes the GUI and opens it again, it's fixed. Steps to repro...
- Sat Apr 27, 2024 6:14 am
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 40
- Views: 7357
Re: Improving the Mod Portal Search
It's almost impossible to search for multiple words at once currently, for the example "Resource Marker" I would want both of those words to have the same priority in a match, so if something was most recently updated that had just the word "resource", that would show up first, a...
- Sun Mar 24, 2024 4:22 am
- Forum: Modding interface requests
- Topic: Move FluidBox bounding box border to prototype property
- Replies: 4
- Views: 521
Re: Move FluidBox bounding box border to prototype property
Sounds like you'd want to add an extra layer for biters anyway, so they are not impacted by this setting. That's an option, but I'm trying to avoid creating any new collision layers if I can. It still doesn't solve the original issue for when they still collide, and I am not comfortable forcing the...
- Sat Mar 23, 2024 3:27 am
- Forum: Modding interface requests
- Topic: Move FluidBox bounding box border to prototype property
- Replies: 4
- Views: 521
Re: Move FluidBox bounding box border to prototype property
Why not simply remove the player layer from pipe collision mask? Is it really so important for characters to collide with pipes when the intent is for pipes to be crossable? I can see the importance for larger buildings, but not for something so small as a pipe. Because biters have the same mask as...
- Fri Mar 22, 2024 10:17 pm
- Forum: Modding interface requests
- Topic: Move FluidBox bounding box border to prototype property
- Replies: 4
- Views: 521
Move FluidBox bounding box border to prototype property
I'm currently writing Squeak Through 2 from scratch, as the original mod hasn't been updated since it's 1.1 version bump and the mod creator is MIA. `pipe` and `pipe-to-ground` entities are causing a bit of trouble, because of the 0.2 border added to the bounding box when the FluidBox receives a new...
- Tue Mar 19, 2024 4:24 am
- Forum: Won't fix.
- Topic: LuaSurface::entity_prototype_collides incorrect with curved rails
- Replies: 4
- Views: 769
Re: LuaSurface::entity_prototype_collides incorrect with curved rails
As I suspected, just wanted to put it here for public record.
For clarification, would the custom collision box orientations still be an issue in 2.0 with rails having hard coded collision boxes, or is that part irrelevant as well due to the new rails?
For clarification, would the custom collision box orientations still be an issue in 2.0 with rails having hard coded collision boxes, or is that part irrelevant as well due to the new rails?
- Sat Mar 16, 2024 11:00 pm
- Forum: Won't fix.
- Topic: LuaSurface::entity_prototype_collides incorrect with curved rails
- Replies: 4
- Views: 769
LuaSurface::entity_prototype_collides incorrect with curved rails
I'm assuming this is because of the secondary collision box that curved rails have, but when the curved part collides with something and the straight part does not, the method returns the incorrect result. I don't expect this to be fixed for 1.1.x, but I at least wanted to make sure this was made aw...
- Thu Feb 22, 2024 5:54 pm
- Forum: Modding interface requests
- Topic: Ability to copy string to clipboard using api
- Replies: 9
- Views: 2479
Re: Ability to copy string to clipboard using api
Sometimes, though, I have something sitting in my clipboard that's semi important to me that I just haven't had the chance to paste somewhere, yet. Sometimes, too, it's currently the only existing copy, or would require some time and hassle to get back to the original. If you're on windows, you can...
- Wed Feb 21, 2024 10:09 pm
- Forum: Resolved Requests
- Topic: NothingModifier missing type::"nothing"
- Replies: 1
- Views: 343
NothingModifier missing type::"nothing"
As the title says, NothingModifier is missing the type field, while all of the other technology effect modifiers have it.
- Fri Feb 09, 2024 8:04 pm
- Forum: Wiki Talk
- Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
- Replies: 16
- Views: 10177
Re: Suggestions for the Wiki regarding Factorio Expansion Add-ons
The Binding of Isaac wiki does a decent job of handling different DLC items and such, here's a page with a lot of them (scroll down to synergies): https://bindingofisaacrebirth.fandom.com/wiki/Brimstone Just a small icon next to the thing it's related to, slightly large for my liking, but it's very ...
- Fri Feb 09, 2024 7:47 pm
- Forum: Implemented mod requests
- Topic: LuaRendering::send_to_back()
- Replies: 1
- Views: 356
LuaRendering::send_to_back()
I have a bunch of sprites that are increasing in "height", that when created start at a "height" of 0. Right now I have to call LuaRendering::bring_to_front() on every single rendering object in reverse order every time a new one is made, whereas a send_to_back() method would onl...
- Fri Feb 02, 2024 11:50 pm
- Forum: Resolved Requests
- Topic: LuaSurface::create_entity missing variant parameter for loader types
- Replies: 1
- Views: 509
LuaSurface::create_entity missing variant parameter for loader types
LuaSurface::create_entity allows the use of the `type` field for use with underground belts, and that is listed. However, you can set "input" and "output" on loaders as well, and this isn't listed on the method doc. I assume this is not intentional, and I'm glad I guessed that i...
- Thu Jan 11, 2024 4:31 am
- Forum: Documentation Improvement Requests
- Topic: What is maximum_corner_sliding_distance?
- Replies: 1
- Views: 607
Re: What is maximum_corner_sliding_distance?
It's for when characters are running against a collision box, how close they have to be to "slip" in a different direction to avoid getting caught on the corners of collision boxes too much. You'll notice it whenever you try to run between two entities right next to each other, like stone ...
- Tue Jan 09, 2024 6:01 am
- Forum: Resolved Requests
- Topic: Use string unions instead of generic string
- Replies: 3
- Views: 747
Re: Use string unions instead of generic string
Thanks for fixing those! I went through every class searching for [or "] and found a couple more: LuaCustomInputPrototype::consuming LuaFluidBoxPrototype::production_type LuaRendering::set_alignment LuaRendering::set_vertical_alignment LuaSurface::create_entity.type for underground-belt
- Thu Dec 28, 2023 6:33 am
- Forum: Resolved Requests
- Topic: LuaItemStack::set_mapper() needs optional parameter
- Replies: 1
- Views: 397
LuaItemStack::set_mapper() needs optional parameter
LuaItemStack::set_mapper() has an UpgradeFilter parameter that says it can be nil to remove a filter in the description, but isn't marked as optional in the actual documentation. This trickles down to a LuaLS warning, either missing-parameter or param-type-mismatch.
- Thu Dec 28, 2023 6:30 am
- Forum: Resolved Requests
- Topic: Use string unions instead of generic string
- Replies: 3
- Views: 747
Use string unions instead of generic string
There are a number of places where things like function parameters and concept fields have a type of string, but can only be strings from a defined list. Would it be possible to make those unions, that way they show up in the autocomplete list when using FMTK + LuaLS? It's not the end of the world b...