Search found 48 matches

by hgschmie
Sat Nov 30, 2024 1:19 am
Forum: Documentation Improvement Requests
Topic: [2.0.23] Crash with sprite-button elem_tooltip and virtual signals
Replies: 2
Views: 164

Re: [2.0.23] Crash with sprite-button elem_tooltip and virtual signals

Hi, Thanks for the quick reply! The "LuaGuiElement::elem_tooltip" field is define as an "ElemID", which is defined as having three elements: "type", "name" and optional "quality". There is no 'signal_type' on that definition. I *know* that adding tha...
by hgschmie
Sat Nov 30, 2024 1:12 am
Forum: Resolved for the next release
Topic: [boskid][2.0.23] Entity prototypes are missing "layers" information, leading to collision_mask_util.masks_collide crash
Replies: 1
Views: 150

[boskid][2.0.23] Entity prototypes are missing "layers" information, leading to collision_mask_util.masks_collide crash

I have a prototype definition for an entity that contains a collision mask. The collision mask has an empty "layers" definition: Screenshot 2024-11-29 at 17.00.07.png Note that the prototype does define layers as empty (it can not be omitted; more about that in a second). Now when I create...
by hgschmie
Fri Nov 29, 2024 7:09 am
Forum: Modding discussion
Topic: [2.0.x] How to set the zoom for a remote view map?
Replies: 1
Views: 170

Re: [2.0.x] How to set the zoom for a remote view map?

[answering my own question]

use "player.zoom". Using

Code: Select all

3 * math.exp(-1.05 * zoom_level)
in 0.1 steps from 0 up works really well to match the zoom levels in the GUI.
by hgschmie
Fri Nov 29, 2024 7:02 am
Forum: Modding interface requests
Topic: Access to the global electric network on a space platform
Replies: 0
Views: 52

Access to the global electric network on a space platform

I have a mod that connects to electric networks (usually by connecting a copper wire to a pole). On a space platform, there is the global electric network so I want the entity to connect to that automatically if it is built on a space platform. I can determine whether there *is* a global electric ne...
by hgschmie
Fri Nov 29, 2024 1:23 am
Forum: Documentation Improvement Requests
Topic: [2.0.23] Crash with sprite-button elem_tooltip and virtual signals
Replies: 2
Views: 164

[2.0.23] Crash with sprite-button elem_tooltip and virtual signals

Consider this code: local button = { type = "sprite-button", sprite = 'virtual-signal'/" .. signal_name, number = signal.count, tooltip = prototypes.virtual_signal[signal_name].localised_name, button.elem_tooltip = { type = 'signal', name = signal_name, }, } crashes with }} Screenshot...
by hgschmie
Tue Nov 26, 2024 2:41 am
Forum: Bug Reports
Topic: [2.0.21] Recycler - assigning direction attribute does nothing
Replies: 0
Views: 85

[2.0.21] Recycler - assigning direction attribute does nothing

Basically, what the label says. With most other entities, including oblong ones that technically can not be rotated, assigning the LuaEntity::direction attribute will rotate them around (it does so for all oblong combinators). Not so for the recycler. Assigning the direction attribute does nothing, ...
by hgschmie
Sun Nov 24, 2024 6:39 am
Forum: Modding interface requests
Topic: Display quality overlay on a sprite and sprite-button
Replies: 1
Views: 141

Re: Display quality overlay on a sprite and sprite-button

[ replying to my own post first] At this point, I can get the hovers over the icons to work (by using the elem_tooltip attribute): button.elem_tooltip = { type = 'item-with-quality', name = signal_name, quality = signal.signal.quality, } However, the icons still do not show the quality information: ...
by hgschmie
Sun Nov 24, 2024 1:05 am
Forum: Modding interface requests
Topic: Display quality overlay on a sprite and sprite-button
Replies: 1
Views: 141

Display quality overlay on a sprite and sprite-button

For a sprite button, I can have it overlay a number (for count), by adding a "number = 100" to the LuaGuiElement. However, with Space Age, there are icons like this (this is the signal display from a combinator): Screenshot 2024-11-23 at 16.59.28.png How do I get the quality overlay for a ...
by hgschmie
Sat Nov 23, 2024 7:16 pm
Forum: Modding discussion
Topic: on_gui_confirmed for textfields - works or does not?
Replies: 2
Views: 198

Re: on_gui_confirmed for textfields - works or does not?

Hi,

Thanks for the quick answer! What I am looking at is a textfield and I can't seem to receive the event when return is pressed. That is my confusion. :-) There is no text-box anywhere.
by hgschmie
Sat Nov 23, 2024 8:04 am
Forum: Modding discussion
Topic: on_gui_confirmed for textfields - works or does not?
Replies: 2
Views: 198

on_gui_confirmed for textfields - works or does not?

I have seen https://forums.factorio.com/viewtopic.php?t=73372 , which states "on_gui_confirmed can't work with text boxes because enter is already reserved for adding newlines to the text box." However, there is https://lua-api.factorio.com/latest/events.html#on_gui_confirmed , which liter...
by hgschmie
Fri Nov 22, 2024 5:28 pm
Forum: Technical Help
Topic: [2.0.7] Frequent FPS slowdowns during gameplay (Apple Silicon)
Replies: 123
Views: 11007

Re: [2.0.7] Frequent FPS slowdowns during gameplay (Apple Silicon)

Let me chime in as well.

THANK YOU, @posila for all your hard work!

2.0.21 is a very noticeable improvement, at this point the game feels as fluent as 1.1.
by hgschmie
Fri Nov 22, 2024 5:59 am
Forum: Minor issues
Topic: [Rseding91] [2.0.7] Cannot create LogisticFilter with non-zero value
Replies: 3
Views: 349

Re: [Rseding91] [2.0.7] Cannot create LogisticFilter with non-zero value

While this ended up in "minor issues", it is a pain in the neck to remember to add quality = 'normal' to any signal assigned to a constant combinator in a mod. Lots of older mods break because they never bothered with quality before. Any change to make LuaLogisticSection::set_slot use &quo...
by hgschmie
Thu Nov 21, 2024 9:18 pm
Forum: Implemented mod requests
Topic: Have a can_place_entity on LuaEntity itself
Replies: 6
Views: 950

Re: Have a can_place_entity on LuaEntity itself

I've added build_check_type to LuaControl::teleport for the next release. It will allow you to simply call teleport(...) and it will fail the teleport if the build check type fails at the destination. It automatically ignores itself for collision checks so moving half a tile to a direction won't fa...
by hgschmie
Thu Nov 21, 2024 5:31 pm
Forum: Technical Help
Topic: [2.0.7] Frequent FPS slowdowns during gameplay (Apple Silicon)
Replies: 123
Views: 11007

Re: [2.0.7] Frequent FPS slowdowns during gameplay (Apple Silicon)

Hmm, I see, interesting. Thank you for the data. Do you guys expericence any negative effects when Vsync is off - specifically, do you see screen tearing? @hgschmie: what macOS version do you have? Hi, Sonoma (14.7). I don't see screen tearing but sometimes scrolling seems jerky but FPS/UPS stays s...
by hgschmie
Thu Nov 21, 2024 7:20 am
Forum: Technical Help
Topic: [2.0.7] Frequent FPS slowdowns during gameplay (Apple Silicon)
Replies: 123
Views: 11007

Re: [2.0.7] Frequent FPS slowdowns during gameplay (Apple Silicon)

All my problems on a MacBook Pro with M2Max go away when I turn off "Wait for Vsync". Render in native resolution, everything turned to max. FPS/UPS at 60/60, no problem. I turn "wait for vsync" back on, drops immediately to 30-40 FPS.
by hgschmie
Wed Nov 20, 2024 6:38 pm
Forum: Implemented mod requests
Topic: Have a can_place_entity on LuaEntity itself
Replies: 6
Views: 950

Re: Have a can_place_entity on LuaEntity itself

I've added build_check_type to LuaControl::teleport for the next release. It will allow you to simply call teleport(...) and it will fail the teleport if the build check type fails at the destination. It automatically ignores itself for collision checks so moving half a tile to a direction won't fa...
by hgschmie
Tue Nov 19, 2024 7:16 pm
Forum: Implemented mod requests
Topic: Have a can_place_entity on LuaEntity itself
Replies: 6
Views: 950

Re: Have a can_place_entity on LuaEntity itself

I think the exact details of the API will be left to the game developers. Adding an "entity=" attribute that would override/preset name, direction, position etc. would work as well. The docs for teleport state that "Only players, cars, and spidertrons can be teleported cross-surface.&...
by hgschmie
Mon Nov 18, 2024 7:45 pm
Forum: Implemented mod requests
Topic: Have a can_place_entity on LuaEntity itself
Replies: 6
Views: 950

Have a can_place_entity on LuaEntity itself

One of the really popular mods is Picker Dollies (and its spirtual successor Even Pickier Dollies for 2.0) which allows a player to move entities around instead of destroying and recreating. The mod works by teleporting an entity into a "safe space", then checking a target location whether...
by hgschmie
Mon Nov 18, 2024 6:35 pm
Forum: Documentation Improvement Requests
Topic: LuaSurface#can_place_entity : name is an EntityID
Replies: 0
Views: 77

LuaSurface#can_place_entity : name is an EntityID

In https://lua-api.factorio.com/latest/classes/LuaPlayer.html#can_place_entity, the `name` parameter is an EntityID For https://lua-api.factorio.com/latest/classes/LuaSurface.html#can_place_entity, `name` is documented as string. But it actually is an EntityID, one can pass an entity in there (ignor...

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