Search found 3173 matches

by Bilka
Wed Jul 24, 2024 6:19 pm
Forum: Modding help
Topic: Unable to set custom resource richness to 1
Replies: 2
Views: 95

Re: Unable to set custom resource richness to 1

The moment I increase that number to 2, the resource appears completely blanketing the whole map, all with a richness of 2. Is there a reason a richness of 1 seems not to be permitted? Is there something I'm doing wrong that could be disallowing it to happen? Resource entities with exactly 1 richne...
by Bilka
Wed Jul 24, 2024 12:36 pm
Forum: 1 / 0 magic
Topic: [1.1.109] Crash (UnitGroup::setActiveConditionally)
Replies: 16
Views: 566

Re: [1.1.109] Crash (UnitGroup::setActiveConditionally)

Let's summarize: When you try to reproduce it by letting the save run, it crashes at different times. It crashes with different stack traces. Nobody else who has run the save so far (Loewchen, me) has been able to reproduce any crash by letting it run. You say "It seems that happen when it sudd...
by Bilka
Sat Jul 20, 2024 3:17 pm
Forum: Modding help
Topic: Auto-generate barrel recipes for existing savefiles
Replies: 2
Views: 164

Re: Auto-generate barrel recipes for existing savefiles

The standard way would be to write a Lua migration that checks whether the fluid-processing technology is unlocked and then unlocks the specific recipes. See https://lua-api.factorio.com/latest/auxiliary/migrations.html#lua-migrations for an example. Or the lazy way that may break other mods: /c gam...
by Bilka
Wed Jul 17, 2024 7:44 am
Forum: Technical Help
Topic: rail signals cause huge lags
Replies: 4
Views: 301

Re: rail signals cause huge lags

Congrats on building a rail network that stresses the train pathfinder. I would recommend not to do that. Try having less alternative paths for each train to take. E.g. less than 3 lanes per direction and/or don't use a rail grid. https://forums.factorio.com/download/file.php?id=82378 The debug info...
by Bilka
Fri Jul 12, 2024 8:16 pm
Forum: Modding help
Topic: game.write_file() not working?
Replies: 2
Views: 117

Re: game.write_file() not working?

You set it to write only the file only on the headless server, but considering that you're using /screenshot to test that sounds like you're not running a headless server. Try leaving out the player_index argument. Also, because this code is in on_init, make sure that you're starting a new save or a...
by Bilka
Thu Jul 11, 2024 8:22 am
Forum: Resolved for the next release
Topic: [switch] Electric furnace have no shadow
Replies: 8
Views: 591

Re: [switch] Electric furnace have no shadow

I can reproduce the issue.
by Bilka
Wed Jul 03, 2024 9:43 pm
Forum: Modding interface requests
Topic: Raise an event when an inserter finished an action
Replies: 4
Views: 292

Re: Raise an event when an inserter finished an action

Moved to Modding Interface Requests because this has not been implemented.
by Bilka
Wed Jul 03, 2024 9:42 pm
Forum: Modding help
Topic: Error loading spritesheet bounds
Replies: 1
Views: 106

Re: Error loading spritesheet bounds

See the description of ResourceEntityPrototype::stages : When using AnimationVariations::sheet, frame_count is the amount of frames per row in the spritesheet. variation_count is the amount of rows in the spritesheet. Each row in the spritesheet is one stage of the animation. So this should work: st...
by Bilka
Mon Jul 01, 2024 6:50 pm
Forum: Resolved Requests
Topic: API mistake?
Replies: 1
Views: 218

Re: API mistake?

Indeed it is settable on buffers. Thanks for the note, I've updated the docs for the next doc release.
by Bilka
Mon Jul 01, 2024 6:47 pm
Forum: Resolved Requests
Topic: CraftingMachinePrototype.working_visualisations wrong type
Replies: 1
Views: 188

Re: CraftingMachinePrototype.working_visualisations wrong type

No, it only allows an array of WorkingVisualisation. But all properties of WorkingVisualisation are optional, so when only a single WorkingVisualisation is provided it's not erroring in any way, it's just loading nothing. You can see that happening if you turn on the unused prototype data option (vi...
by Bilka
Mon Jul 01, 2024 6:36 pm
Forum: Resolved Requests
Topic: "storage_filter" missing condition for being usable
Replies: 1
Views: 178

Re: "storage_filter" missing condition for being usable

Thanks for the note, I made this clearer in the docs for the next doc release.
by Bilka
Mon Jul 01, 2024 6:20 pm
Forum: Modding discussion
Topic: Equipment items using ammo
Replies: 2
Views: 190

Re: Equipment items using ammo

I see no inventory related methods on the ActiveDefenseEquipment class, so I doubt that it can have an ammo inventory.
by Bilka
Sat Jun 29, 2024 12:48 pm
Forum: Resolved Requests
Topic: The meaningless value in dictionaries
Replies: 2
Views: 197

Re: The meaningless value in dictionaries

Hey, all the dictionaries in the runtime docs that use true as "meaningless values" should already be documented as only containing true values, e.g. https://lua-api.factorio.com/latest/classes/LuaBurner.html#fuel_categories. If there are spots where that is not the case, please let us kno...
by Bilka
Thu Jun 27, 2024 1:41 pm
Forum: Modding help
Topic: Icons get cut off in some menus
Replies: 3
Views: 203

Re: Icons get cut off in some menus

The screenshots that you show where the icon is broken are all recipes, the places where it works you're looking at items. Make sure that the icon size is also set correctly on the recipe prototype, you only pasted the item prototype.
by Bilka
Thu Jun 27, 2024 1:39 pm
Forum: Already exists
Topic: Allow "ammo" as ItemPrototypeFilter
Replies: 2
Views: 140

Re: Allow "ammo" as ItemPrototypeFilter

Use this: game.get_filtered_item_prototypes({{filter = "type", type = "ammo"}}) Something like filter = "tool" returns everything that is a tool prototype, including its children like repair-tool. Using the "type" filter and an item prototype type (like "...
by Bilka
Wed Jun 12, 2024 10:01 am
Forum: Modding help
Topic: data-update vs data-final-fixes with 2 dependant mods to order speaker sound list : i don't understand why i fail
Replies: 2
Views: 176

Re: data-update vs data-final-fixes with 2 dependant mods to order speaker sound list : i don't understand why i fail

The mod that adds the instruments in data-updates is inserting into speaker.instruments[#speaker.instruments+2] and speaker.instruments[#speaker.instruments+3] etc, so it is leaving gaps. The final fixes mod inserts the instruments into one of those gaps. The first mod would have to insert into spea...
by Bilka
Mon Jun 03, 2024 1:23 pm
Forum: Resolved Requests
Topic: Unused (?) runtime concepts in v1.1.108
Replies: 1
Views: 252

Re: Unused (?) runtime concepts in v1.1.108

The variant fields of the AttackParameters runtime type weren't getting parsed. All the types are used there. I fixed this for the next doc release, thank you for the report!
by Bilka
Mon Jun 03, 2024 1:09 pm
Forum: Resolved Requests
Topic: $ref($runtime, (name)) appears in documentation examples in v1.1.108
Replies: 1
Views: 208

Re: $ref($runtime, (name)) appears in documentation examples in v1.1.108

Thanks for the note. We decided that examples are code only, so they cannot contain links and I've removed them for the next docs release.

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