Search found 3173 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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.
- 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...
- 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.
- 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...
- 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.
- Mon Jul 01, 2024 6:30 pm
- Forum: Modding interface requests
- Topic: LuaCircuitNetwork::get_signal vs LuaConstantCombinatorControlBehavior::get_signal
- Replies: 1
- Views: 145
Re: A consistency error in the API
Moved to modding interface requests.
- 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.
- 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...
- 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.
- 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 "...
- 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...
- 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!
- 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.
- Mon Jun 03, 2024 8:02 am
- Forum: Implemented mod requests
- Topic: Raise an event if color of an entity is changed by player or script
- Replies: 2
- Views: 678
Re: Raise an event if color of an entity is changed by player or script
Hello, this was added at some point: https://lua-api.factorio.com/latest/eve ... or_changed