Search found 87 matches
- 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
- 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 ...
I noticed that the base game defines an `audible_distance_modifier` on the SoundAccent s it provides, which is missing ...
- 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
Maybe it does, but I put it here since the overall behavior is fine, it's just *how* it errors can be confusing.
- 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 ...
The golden solution would be to complain that the incorrect type of EnergySource ...
- 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.
- 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 ...
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 ...
- 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 ...
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 ...
- 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
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
- 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 ...
- 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 ...
- 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)
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)
- 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.
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.
- 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 ...
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 ...
- 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
I can kind of understand it.. with a get physical inventory, I think I'd be more okay
- 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
- 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
Second, see also: 120859
- 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.
- 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.
- 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 ...
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 ...
- 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
But yeah I do think they are simple and useful enough functions to deserve to be canon utilities