Search found 43 matches

by SWeini
Thu May 22, 2025 6:54 pm
Forum: Assigned
Topic: [Genhis][2.0.50] elem_tooltip for recipe-with-quality doesn't show properly
Replies: 0
Views: 29

[Genhis][2.0.50] elem_tooltip for recipe-with-quality doesn't show properly

I try to use a sprite-button for a quality recipe (using the new LuaGuiElement.quality) and have a corresponding tooltip, but the tooltip doesn't work properly

basically this
{ type = "sprite-button", sprite = "recipe/foo", quality = "bar", elem_tooltip = { type = "recipe-with-quality", name = "foo ...
by SWeini
Sat May 10, 2025 11:27 am
Forum: Resolved Requests
Topic: [2.0.10] API documentation doesn't match data-raw-dump.json from Space Age
Replies: 8
Views: 895

Re: [2.0.10] API documentation doesn't match data-raw-dump.json from Space Age


I couldn't find anywhere that uses WorkingVisualisation directly, and from the code I don't think that format is supported. Are you sure about this one?


I can't check that now. I assume that one of the dummy/unknown prototypes had the "wrong" format, which was then ignored as stated by Bilka ...
by SWeini
Thu May 08, 2025 4:50 am
Forum: Resolved Problems and Bugs
Topic: [2.0.47] copy-pasted offshore-pump ghost is missing fluid information
Replies: 4
Views: 949

Re: [2.0.47] copy-pasted offshore-pump ghost is missing fluid information

Rseding91 wrote: Wed May 07, 2025 9:22 pm This is now fixed for the next release.
Thanks a lot for fixing. Regarding OffshorePumpPrototype.fluid_source_offset, was I just blind or is this really missing from runtime stage API?
by SWeini
Sat May 03, 2025 3:54 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.47] copy-pasted offshore-pump ghost is missing fluid information
Replies: 4
Views: 949

[2.0.47] copy-pasted offshore-pump ghost is missing fluid information

05-03-2025, 17-44-46.png

The left ghost was created using pipette
The right ghost was created using copy&paste (or by undoing a deconstruction)

The issue: In my mod I can't find a way to know which fluid the right ghost will pump
LuaFluidBox.get_locked_fluid(1) returns nil (returns correct fluid ...
by SWeini
Thu Oct 31, 2024 5:54 pm
Forum: Documentation Improvement Requests
Topic: Add weight calculation documentation
Replies: 6
Views: 869

Add weight calculation documentation

Planning tools that work only on data stage (e.g. YAFC) need a way to replicate the weight calculation, but the little information given is not enough to explain what is going on.

Example that might involve some rounding
electronic-circuit
1x iron plate (1000)
3x copper cable (250 each)
ingredient ...
by SWeini
Thu Oct 24, 2024 4:30 pm
Forum: Resolved Requests
Topic: [2.0.10] API documentation doesn't match data-raw-dump.json from Space Age
Replies: 8
Views: 895

[2.0.10] API documentation doesn't match data-raw-dump.json from Space Age

I'm writing automated tooling to read the whole data dump from json, and I've found a few inconsistencies. These are the changes to documentation to make them match the found data:

AchievementPrototypeWithCondition::objective_condition
must be optional (at least it's missing for "solaris ...
by SWeini
Thu Oct 17, 2024 5:09 pm
Forum: Resolved Problems and Bugs
Topic: [Tobias] [2.0.5] Train interrupt on destination full skips the full stop completely
Replies: 10
Views: 3578

[Tobias] [2.0.5] Train interrupt on destination full skips the full stop completely

I want my train to go A->B->C->A->B->C forever, but go to X instead of blocking a train stop.
However, when B is full, the train goes A->X->C->A->X->C forever, skipping B completely. This is how I tried to do it:
10-17-2024, 19-02-08.png

When the interrupt is "Destination full or no path" (and ...
by SWeini
Tue Apr 23, 2024 5:02 am
Forum: Pending
Topic: [1.1.106] Blueprint with relative grid is about to be placed in absolute grid
Replies: 3
Views: 1133

Re: [1.1.106] Blueprint with relative grid is about to be placed in absolute grid

No, I did these steps hundreds of times and it only happened once. I still tried to describe my steps to the best of my knowledge. Because I know what I saw, and the blueprint was in the wrong snapping mode when being clicked. Sometimes a dev can see what's going wrong just by looking at the code.
by SWeini
Sat Apr 20, 2024 8:54 pm
Forum: Pending
Topic: [1.1.106] Blueprint with relative grid is about to be placed in absolute grid
Replies: 3
Views: 1133

[1.1.106] Blueprint with relative grid is about to be placed in absolute grid

That's the blueprint I want to place, it has relative grid snapping enabled.

0eNql2+1u2kwQhuFz8W+omI/dAU7lVVSR4EZWwSDjvG1Uce41kEZVgtS97Z8O41mb4bnWQuRX9bh7qY9d0/bV+ld1ajfHeX+YP3fN9nL8s1ovZ9VrtbbFeVY1T4f2VK3/G+qa53azu1T0r8e6WldNX++rWdVu9pejb5sfh+dNPT/uNm2/6ZtDO99/X0h16dFu66GrnB9mVd32Td/Ut5bXg9ev7cv ...
by SWeini
Tue Oct 03, 2023 7:00 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.76] Inserter does not wake up
Replies: 9
Views: 4052

Re: [1.1.76] Inserter does not wake up



I don't believe it. You folks are simply the best! Unfortunately I will continue my Pyanodons game in 1.1 without this bugfix. Just out of curiosity: What's the technical solution that can fix this bug and handle all the edge cases that might still occur?


It was mostly a matter of sitting ...
by SWeini
Mon Oct 02, 2023 5:48 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.76] Inserter does not wake up
Replies: 9
Views: 4052

Re: [1.1.76] Inserter does not wake up


I spent some time today and finally found a solution that will keep the inserter from getting into a broken state. It will be fixed for the 2.0 release.


I don't believe it. You folks are simply the best! Unfortunately I will continue my Pyanodons game in 1.1 without this bugfix. Just out of ...
by SWeini
Sun Sep 17, 2023 8:06 pm
Forum: Minor issues
Topic: [1.1.89] Fluid productivity bonus lost with small ouput fluid box
Replies: 1
Views: 993

[1.1.89] Fluid productivity bonus lost with small ouput fluid box

In my PyMods game I stumbled upon a productivity bonus not applied to some mining drills in specific situations.

2023-09-17 21_57_18-Factorio 1.1.89.png

In the attached savegame you will see two drills, the top one was built before researching mining productivity. The bottom one was built after ...
by SWeini
Thu Aug 17, 2023 6:48 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.85] --dump-data command line parameter not working when script-output directory does not exist
Replies: 1
Views: 1460

[1.1.85] --dump-data command line parameter not working when script-output directory does not exist

Basically, what the subject says. When I tried to dump all the prototype data with --dump-data command line parameter no file was created, and the logfile included this line.

Error Util.cpp:86: Error when opening C:\Users\...\AppData\Roaming\Factorio\script-output\data-raw-dump.json for writing ...
by SWeini
Sat Jul 08, 2023 4:15 am
Forum: Modding interface requests
Topic: Request: Prototype/ResourceEntity custom_map_tooltip property
Replies: 2
Views: 1311

Re: Request: Prototype/ResourceEntity custom_map_tooltip property

+1, this would make my favorite mod more beginner-friendly

regarding parameter passing to LocalisedString:

passing the originally generated tooltip as __1__ allows mod authors to add extra information
passing the resource amount as __2__ allows to have totally custom tooltips which incorporate the ...
by SWeini
Thu May 18, 2023 10:34 am
Forum: Modding interface requests
Topic: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process
Replies: 19
Views: 5953

Re: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process

I need to bring this topic up again, because it seems impossible to get the burning fuel when removing equipment from the equipment grid. (https://forums.factorio.com/viewtopic.php?f=221&t=105300 was moved to "Won't implement" because of technical reasons)

Currently I can't see any way in my Py ...
by SWeini
Sun Feb 19, 2023 9:49 pm
Forum: Won't implement
Topic: Add removed LuaEquipment instance to events
Replies: 1
Views: 1366

Add removed LuaEquipment instance to events

For my mod I'm currently missing a way to recover the fuel's burnt_result when a player removes a burner-powered equipment from an equipment grid. There are on_player_removed_equipment and on_equipment_removed events, but they only contain the prototype of the removed equipment (and count), not the ...
by SWeini
Sun Feb 19, 2023 9:28 pm
Forum: Modding interface requests
Topic: buffer inventory for script_raised_destroy
Replies: 2
Views: 1122

Re: buffer inventory for script_raised_destroy

I just looked at how Nanobots actually recovers entities and it looks like it calls LuaControl.mine_entity which does properly mine it and does NOT destroy the entity. This looks like the proper way for mods that simulate mining entities, so I guess my request is really nonsense. I'll change the mod ...
by SWeini
Sun Feb 19, 2023 7:39 am
Forum: Ideas and Suggestions
Topic: Potentially easy chest-behavior performance optimization
Replies: 35
Views: 13311

Re: Potentially easy chest-behavior performance optimization


Inserters inserting into or taking out of a chest virtually never shows up as being slow. The only time that has ever happened is when mods change an inventory size to something crazy (500 to 2000 slots) but no matter what you do at that scale it's going to be slow.


What?

Can we perhaps start ...
by SWeini
Sat Feb 18, 2023 9:38 pm
Forum: Modding interface requests
Topic: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process
Replies: 19
Views: 5953

Re: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process

I finally found the time to do this as a mod . It works perfectly for on_player_mined_entity and on_robot_mined_entity. However for script_raised_destroy it's not so clear what to do. I have decided to spill the item on the ground. I've added a related modding request at https://forums.factorio.com ...

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