Search found 87 matches

by PennyJim
Wed Jan 29, 2025 4:01 pm
Forum: Documentation Improvement Requests
Topic: SoundAccent::audible_distance_modifier not in documentation
Replies: 3
Views: 133

Re: SoundAccent::audible_distance_modifier not in documentation

Ah yeah that's my fault for forgetting I had an update I haven't let happen
by PennyJim
Wed Jan 29, 2025 1:31 am
Forum: Documentation Improvement Requests
Topic: SoundAccent::audible_distance_modifier not in documentation
Replies: 3
Views: 133

SoundAccent::audible_distance_modifier not in documentation

I was looking at how the foundry did the sound waypoints I remember hearing in a FFF. Just to see if I could somehow piggyback off that system to do smoke (doesn't look possible).

I noticed that the base game defines an `audible_distance_modifier` on the SoundAccent s it provides, which is missing ...
by PennyJim
Fri Jan 17, 2025 12:56 am
Forum: Documentation Improvement Requests
Topic: Incorrect Energy Source types are confusingly errored when only Electric is valid
Replies: 3
Views: 238

Re: Incorrect Energy Source types are confusingly errored when only Electric is valid

curiosity wrote: Fri Jan 17, 2025 12:51 am This belongs in bug reports.
Maybe it does, but I put it here since the overall behavior is fine, it's just *how* it errors can be confusing.
by PennyJim
Thu Jan 16, 2025 11:42 pm
Forum: Documentation Improvement Requests
Topic: Incorrect Energy Source types are confusingly errored when only Electric is valid
Replies: 3
Views: 238

Incorrect Energy Source types are confusingly errored when only Electric is valid

There's a number of prototypes that expect only an ElectricEnergySource, which is fine. My problem is that the error messages will complain about missing usage_priority before it'll mention that the type is incorrect.

The golden solution would be to complain that the incorrect type of EnergySource ...
by PennyJim
Wed Jan 08, 2025 8:17 pm
Forum: Modding interface requests
Topic: A way to get a ghost LogisticPoint
Replies: 1
Views: 258

Re: A way to get a ghost LogisticPoint

Got added in 2.0.29 :D
Scripting
  • Changed LuaEntity::get_logistic_point() and LuaEntity::get_logistic_sections() to work with ghosts.
by PennyJim
Mon Jan 06, 2025 9:43 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.29]Opening a ghost with a changed recipe crashes
Replies: 1
Views: 679

[Rseding91] [2.0.29]Opening a ghost with a changed recipe crashes

I realized a bug in my mod, so I was writing some code to expand a few key ingredients when I opened the game, and then the nearby ghost to check if it worked

It of course, then decided it didn't like that change and crashed :P

Further testing has proven that it's when the number of ingredients ...
by PennyJim
Mon Jan 06, 2025 6:08 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.28] Crash when opening ghost with recipe set in create_entity
Replies: 1
Views: 709

[Rseding91] [2.0.28] Crash when opening ghost with recipe set in create_entity

When you make an entity-ghost and set its recipe all in create_entity, it then will crash when you open the ghost.
If you set it on the entity rather than in the create_entity function, it works fine. So it might just not be setting the quality level of the recipe properly.

This issue does survive ...
by PennyJim
Fri Jan 03, 2025 8:30 pm
Forum: Resolved Requests
Topic: Incorrect default for MapGenPreset::default
Replies: 1
Views: 123

Incorrect default for MapGenPreset::default

MapGenPreset.default lists its default as `true`, when this seems clearly incorrect.
The engine itself doesn't set them, despite documentation saying it can't set any other fields if it's true: __base__/prototypes/map-gen-presets.lua
by PennyJim
Fri Jan 03, 2025 8:24 pm
Forum: Documentation Improvement Requests
Topic: GameViewSettings slightly incorrect defaults
Replies: 0
Views: 95

GameViewSettings slightly incorrect defaults

GameViewSettings.default_show_value very specifically says it is the default for all other values. Yet all other values say `true` is their default. They should probably be changed to "Value of `default_show_value`" just like SpriteSheet.line_length with the default setting having an actual default ...
by PennyJim
Wed Jan 01, 2025 4:00 pm
Forum: Documentation Improvement Requests
Topic: Add auto_recycle to RecipePrototype
Replies: 6
Views: 462

Re: Add auto_recycle to RecipePrototype


can_recycle is the paramater to the generate_recycling_recipe function, it should be true, false, or nil (the last two are the same as ommitting it).

Neither auto_recycle nor can_recycle should be a function


Passing true to can_recycle will cause it to crash.
It is supposed to be an ...
by PennyJim
Mon Dec 30, 2024 11:48 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.23] Crash mining fulgora ruins (ForceManager::getForceDataChecked; Force with ID 6 doesn't exist.)
Replies: 6
Views: 922

Re: [boskid][2.0.23] Crash mining fulgora ruins (ForceManager::getForceDataChecked; Force with ID 6 doesn't exist.)

I knew about the chunk generation request
I thought about it while writing that

I still forgot to mention it..


Also IO problems are a myth (aka I've been lucky enough to not have much issue with them. Most I've had is my backup drive filesystem got a tad corrupt which was easily fixable with fsck)
by PennyJim
Mon Dec 30, 2024 11:31 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.23] Crash mining fulgora ruins (ForceManager::getForceDataChecked; Force with ID 6 doesn't exist.)
Replies: 6
Views: 922

Re: [boskid][2.0.23] Crash mining fulgora ruins (ForceManager::getForceDataChecked; Force with ID 6 doesn't exist.)

If the Engine actually crashes, it's always the Engine's fault. Even if the solution is to then tell the mod to not do that by throwing a lua error.

If Factorio is telling you something went wrong, it's a Lua error. If it's a popup saying the game crashed, it's a C++ error.
by PennyJim
Mon Dec 30, 2024 11:02 pm
Forum: Documentation Improvement Requests
Topic: LuaUndoRedoStack has unexpected behavior when removing an action
Replies: 0
Views: 118

LuaUndoRedoStack has unexpected behavior when removing an action

There is undescribed behavior with removing an action.

What I've found is that removing a 'removed-entity' action will also remove the paired 'built-entity' action.
I don't know if this needs to be within the built event, or even the same tick. I also haven't checked if the inverse will work either ...
by PennyJim
Thu Dec 19, 2024 5:47 pm
Forum: Documentation Improvement Requests
Topic: Document that player.get_main_inventory() will be nil while in remote view
Replies: 4
Views: 267

Re: Document that player.get_main_inventory() will be nil while in remote view

Bah :(

I can kind of understand it.. with a get physical inventory, I think I'd be more okay
by PennyJim
Thu Dec 19, 2024 2:33 pm
Forum: Documentation Improvement Requests
Topic: Document that player.get_main_inventory() will be nil while in remote view
Replies: 4
Views: 267

Re: Document that player.get_main_inventory() will be nil while in remote view

There is an angle where this is a bug rather than a documentation issue. I think I sit in that angle
by PennyJim
Wed Dec 18, 2024 11:27 pm
Forum: Documentation Improvement Requests
Topic: [2.0.23] RecipePrototype feature "auto_recycle" is undocumented in API Docs
Replies: 1
Views: 320

Re: [2.0.23] RecipePrototype feature "auto_recycle" is undocumented in API Docs

First of all, it wouldn't crash even if Quality didn't remove the field. Extra fields are ignored and don't cause an exception.

Second, see also: 120859
by PennyJim
Tue Dec 10, 2024 9:09 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91][2.0.23] Crash on start "FixedPointNumber.hpp:31: double value not in range:inf" (FluidEnergySourcePrototype)
Replies: 8
Views: 808

Re: [2.0.23] Crash on start "FixedPointNumber.hpp:31: double value not in range...: inf" (FluidEnergySourcePrototype)

Can confirm that it crashes on 2.0.24 linux as well, and yeah it seems to be every time with that specific version of PM.
by PennyJim
Thu Dec 05, 2024 11:54 pm
Forum: Documentation Improvement Requests
Topic: Mention that script.raise_event raises it instantly
Replies: 1
Views: 136

Re: Mention that script.raise_event raises it instantly

And while we're talking about it. It doesn't mention that there's a prototype for CustomEvent that adds another avenue making a valid event to throw.
by PennyJim
Thu Dec 05, 2024 7:29 pm
Forum: Documentation Improvement Requests
Topic: Mention that script.raise_event raises it instantly
Replies: 1
Views: 136

Mention that script.raise_event raises it instantly

I personally think it's fairly obvious that it would raise it instantly, but it doesn't hurt to be explicit about it.

So my little snippet of code doing this works fine

local flag = false

function some_func()
flag = true
script.raise_event("my-event", {})
flag = false
end

function other_func ...
by PennyJim
Tue Dec 03, 2024 9:06 pm
Forum: Modding interface requests
Topic: Move get_item_localised_name from the quality mod to core utils
Replies: 4
Views: 330

Re: Move get_item_localised_name from the quality mod to core utils

That would force the get_prototype function to be in util and that's honestly the one I feel needs to be in there more

But yeah I do think they are simple and useful enough functions to deserve to be canon utilities

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