Search found 12205 matches

by Rseding91
Thu Jun 23, 2022 11:59 pm
Forum: Technical Help
Topic: Rails and lategame performance problems
Replies: 4
Views: 114

Re: Rails and lategame performance problems

It would be nice to have the save. I was recently looking at trying to improve performance around this exact thing.
by Rseding91
Thu Jun 23, 2022 11:44 pm
Forum: Won't implement
Topic: Adding RailSignal.changeState
Replies: 3
Views: 91

Re: Adding RailSignal.getTrainsInBlock and RailSignal.changeRailSignalState

Circuits can only 'request to close' a signal; they can never force it to be green and even in the 'try to make it closed' state the tooltip explains that it's not a guarantee that it will happen:
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Untitled.png (69.6 KiB) Viewed 50 times
by Rseding91
Thu Jun 23, 2022 12:32 pm
Forum: Technical Help
Topic: hosting server over IPv6
Replies: 3
Views: 115

Re: hosting server over IPv6

Last i checked the game supports ipv6.
by Rseding91
Tue Jun 21, 2022 6:53 pm
Forum: Modding interface requests
Topic: Expose drag-and-drop list to Lua
Replies: 3
Views: 350

Re: Expose drag-and-drop list to Lua

Unfortunately there is no generic drag-and-drop list. Every one you see in the base game is a custom implementation based off the way it needs to be used in that GUI.
by Rseding91
Tue Jun 21, 2022 1:56 pm
Forum: Outdated/Not implemented
Topic: Lategame reseachs for UPS optimisation
Replies: 5
Views: 216

Re: Lategame reseachs for UPS optimisation

... UPS issue in late-game forcing you to use only one type of solution: only solar energy can be used, only trains can be used to transport basic materials, etc... Adding new UPS-friendly ways to do things can add more diversity to the late game. ... If ultimate UPS is the goal, and there is a 'be...
by Rseding91
Mon Jun 20, 2022 11:17 pm
Forum: Technical Help
Topic: my game mods/saves don't see it. (available on file)
Replies: 5
Views: 102

Re: my game mods/saves don't see it. (available on file)

https://wiki.factorio.com/Application_directory should have the information you want. Mind if I ask: why do you not have your games/programs on the SSD? If you don't have your games/programs on the SSD what do you have on it? The whole idea of the SSD is anything you put on it is fast... so if you d...
by Rseding91
Mon Jun 20, 2022 4:31 pm
Forum: Not a bug
Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
Replies: 6
Views: 200

Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"

:) /c game.player.character.die() game.player.ticks_to_respawn = nil game.player.ticks_to_respawn = 10 Anyway, it doesn't seem to be important, but I guess it's possible to create unintentionally a character in events by mods in some cases. That's the same as setting ticks_to_respawn on a not-dead ...
by Rseding91
Sun Jun 19, 2022 9:04 pm
Forum: Won't implement
Topic: Add empty autoplace to out-of-map tiles
Replies: 1
Views: 72

Re: Add empty autoplace to out-of-map tiles

This is what data stage is for and why mods are a thing. So, no.
by Rseding91
Sun Jun 19, 2022 8:50 pm
Forum: Technical Help
Topic: [1.0.0] Audio issue when Windows audio sample rate set above 352.8KHz
Replies: 5
Views: 495

Re: [1.0.0] Audio issue when Windows audio sample rate set above 352.8KHz

Unless another developer wants to go looking into it I'm fine with saying that we only support 24 bit, 48000 Hz audio and if anything else works that's fine but we won't be looking into bug reports/issues around audio outside that setting.
by Rseding91
Sun Jun 19, 2022 3:49 pm
Forum: Modding discussion
Topic: Event.on_entity_damaged triggered by a land mine
Replies: 1
Views: 129

Re: Event.on_entity_damaged triggered by a land mine

I can't reproduce any issue: when I walk into a landmine it triggers the event as expected:
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Capture.PNG (77.8 KiB) Viewed 43 times
by Rseding91
Sun Jun 19, 2022 1:17 pm
Forum: Not a bug
Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
Replies: 6
Views: 200

Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"

Writing a value to ticks_to_respawn forces the player into the respawn state regardless of where they were before. This doesn't kill the character entity they were previously controlling (if any). Additionally the character entity is just that; an entity. There can be any number of them in the game ...
by Rseding91
Sat Jun 18, 2022 6:42 pm
Forum: Not a bug
Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
Replies: 6
Views: 200

Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"

Thanks for the report however how it is working is how it is meant to work. The respawn time is on the character prototype: https://wiki.factorio.com/Prototype/Cha ... spawn_time and is not adjustable runtime.
by Rseding91
Thu Jun 16, 2022 12:52 pm
Forum: Won't implement
Topic: Return nil if key does not exist in object
Replies: 19
Views: 362

Re: Return nil if key does not exist in object

A small addon to the conversation: if a given method/property is valid for something like an entity/player can runtime depend on the state of the entity so saying 'this method/property is valid for this object' is not a simple docs-parsing task. Example: reading data about a crafting queue from a pl...
by Rseding91
Wed Jun 15, 2022 6:30 pm
Forum: Won't implement
Topic: Return nil if key does not exist in object
Replies: 19
Views: 362

Re: Return nil if key does not exist in object

Yes, but this returns the actual object name, like "LuaTilePrototype", etc, right? So in the case of LuaEntityPrototype, I'd still need to query the .type property to know exactly which entity type has been passed, correct? So in a function where it's meant to be passed either LuaTileProt...
by Rseding91
Wed Jun 15, 2022 5:24 pm
Forum: Won't implement
Topic: Return nil if key does not exist in object
Replies: 19
Views: 362

Re: Return nil if key does not exist in object

You're describing object_name and it already exists as mentioned: https://lua-api.factorio.com/latest/Lua ... bject_name for each thing in the API.
by Rseding91
Wed Jun 15, 2022 3:59 pm
Forum: Won't implement
Topic: Return nil if key does not exist in object
Replies: 19
Views: 362

Re: Return nil if key does not exist in object

In the vast majority of the usages asking for an invalid key/method is an error and silently suppressing that error by returning nil isn't doing mod developers a favor. Ideally the game could verify that the API calls are even vaguely possible before they get executed but due to Lua being Lua that i...
by Rseding91
Wed Jun 15, 2022 2:14 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.60] Can't open nested inventory books from quickbar
Replies: 2
Views: 222

Re: [1.1.60] Can't open nested inventory books from quickbar

Most likely that is the issue. The root problem is books were written ignoring the core mechanics of item-with-inventory.. unfortunately. So once that was fixed generically it broke the blueprint book behavior.
by Rseding91
Tue Jun 14, 2022 7:01 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.59] Softlock loading disabled scenario with no audio device
Replies: 2
Views: 322

Re: [1.1.59] Softlock loading disabled scenario with no audio device

Thanks for the report. It's now fixed for the next release.
by Rseding91
Tue Jun 14, 2022 5:16 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.60] Crash when FluidStream.particle_buffer_size = 0
Replies: 2
Views: 201

Re: [1.1.60] Crash when FluidStream.particle_buffer_size = 0

Thanks for the report. I added a check for this for the next release. A fluid stream with no particle support makes no sense because it will just kill itself the first time it updates.
by Rseding91
Tue Jun 14, 2022 5:13 pm
Forum: Pending
Topic: [Rseding91] Insta-undo in the map editor raises no events
Replies: 2
Views: 203

Re: [Rseding91] Insta-undo in the map editor raises no events

Thanks for the report however I can't reproduce what you describe. It raises script_raised_destroy every time.

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