Search found 96 matches
- Wed May 31, 2017 11:56 am
- Forum: Not a bug
- Topic: [0.15.16] Misleading error from .set_command()
- Replies: 1
- Views: 938
[0.15.16] Misleading error from .set_command()
Hi, If you attempt to give the following command to a LuaEntity or LuaUnitGroup, you get a very misleading error message in return: .set_command({ type = defines.command.attack_area, radius = 40, destination = nil, distraction = defines.distraction.by_anything, }) Note the "destination = nil&qu...
- Tue May 30, 2017 9:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.16] luadoc for LuaCircuitNetwork.signals
- Replies: 1
- Views: 875
[Twinsen] [0.15.16] luadoc for LuaCircuitNetwork.signals
http://lua-api.factorio.com/latest/LuaCircuitNetwork.html#LuaCircuitNetwork.signals Hi, The luadocs for LuaCircuitNetwork.signals does not specify that it can in fact be nil. I would expect this of a function return, but not of a direct property like this, so I think it's worth mentioning. Also, whi...
- Tue May 30, 2017 4:10 pm
- Forum: Modding help
- Topic: [0.15.16] luadoc for LuaEntity.unit_number
- Replies: 10
- Views: 2889
Re: [0.15.16] luadoc for LuaEntity.unit_number
That's what I assumed :-) Thank you! Oh, I see the thread was moved to "modding help". I opened it as a bug report specifically because I wanted the luadocs clarified in the name of posterity, future reference, and the good of mankind. I already assumed it behaved like you described it, bu...
- Tue May 30, 2017 8:53 am
- Forum: Modding help
- Topic: [0.15.16] luadoc for LuaEntity.unit_number
- Replies: 10
- Views: 2889
[0.15.16] luadoc for LuaEntity.unit_number
Hi, So the luadocs for http://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.unit_number is a bit unclear; Are unit_numbers universally unique for the lifetime of a whole game? That is to say, if one was destroyed, is there ever any chance that another LuaEntity will have the unit_number of th...
- Mon May 29, 2017 9:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.12] LuaEntity.set_command crashes with empty compound
- Replies: 5
- Views: 3436
Re: [Rseding97] [0.15.12] LuaEntity.set_command crashes with empty compound
I'm guessing I'll have to keep bumping this until some moderator notices the problem in the post title.
- Mon May 29, 2017 9:54 pm
- Forum: Won't implement
- Topic: Luadoc for Concepts#Position unclear
- Replies: 0
- Views: 924
Luadoc for Concepts#Position unclear
Hi, So I'm on my laptop for the time being, and it's old, and running anything on it is painful :-) Which means I try to start up factorio as few times as I can. And to that end, I try to interpret the API docs without testing everything manually. http://lua-api.factorio.com/latest/Concepts.html#Pos...
- Mon May 29, 2017 9:48 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 32709
Re: [0.15] Folks Factorio Fabrications
Is there a blacklist, so that the mode won't work for certain entity s? Yes, you can unzip the mod and edit control.lua in an UTF8-enabled editor. There is a list there, like this: local CONFIG_ENABLE = { -- Categories ["ammo-turret"] = true, car = true, locomotive = true, -- Specific ite...
- Tue May 23, 2017 10:27 pm
- Forum: Won't implement
- Topic: Folks Freaky Factorio Fantasies
- Replies: 14
- Views: 5526
Re: Folks Freaky Factorio Fantasies
Alright, so since there has been no response and I'm stuck on my laptop for the immediate future, I'll go ahead and post some of these individually.
- Tue May 23, 2017 10:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.12] LuaEntity.set_command crashes with empty compound
- Replies: 5
- Views: 3436
Re: [Rseding97] [0.15.12] LuaEntity.set_command crashes with empty compound
Someone has tagged this bug report with [Rseding97], which I presume is going to have little effect on whatever script you're using internally to assign forum bug reports
But I cant change it, it seems. Or my browser is broken - which is entirely possible, since I build it from source.
But I cant change it, it seems. Or my browser is broken - which is entirely possible, since I build it from source.
- Tue May 23, 2017 4:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.12] LuaEntity.set_command crashes with empty compound
- Replies: 5
- Views: 3436
Re: [Rseding97] [0.15.12] LuaEntity.set_command crashes with empty compound
Tested with LuaUnitGroup.set_command as well, same result.
- Tue May 23, 2017 4:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.13] LuaCommand/LuaRemote bug
- Replies: 12
- Views: 5078
Re: [0.15.13] LuaCommand/LuaRemote bug
Still present in 0.15.13
- Tue May 23, 2017 4:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.12] LuaEntity.set_command crashes with empty compound
- Replies: 5
- Views: 3436
Re: [Rseding97] [0.15.12] LuaEntity.set_command crashes with empty compound
Still present in 0.15.13 58.315 Error CrashHandler.cpp:232: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... #0 0x000000000073fae0 in CrashHandler::writeStackTrace() at /tmp/factorio-ydwwTf/src/Util/CrashHandler.cpp:105 #1 0x000000000073fd64 in CrashHandler::Signa...
- Mon May 22, 2017 9:20 pm
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 62573
Re: [0.15] Mod setting/config interface - give your input
This whole time, since settings.lua was introduced, I've (wrongly, I see now) assumed that startup settings applied during game creation were persisted throughout the lifetime of the game - and that if I changed them, the settings as they were during initial game creation would simply be used and my...
- Mon May 22, 2017 9:01 pm
- Forum: Pending
- Topic: [0.15.12] [Oxyd] LuaEntity units randomly removed
- Replies: 5
- Views: 2247
Re: [0.15.12] [Oxyd] LuaEntity units randomly removed
Thank you, I'm going to make a reproducable test save as soon as I can. I realise that most of the things I mentioned are modding interface requests. The reason I made one big post is that I wanted a more detailed conversation on the whole topic. And I figured whoever ended up replying might give me...
- Mon May 22, 2017 8:54 am
- Forum: Pending
- Topic: [0.15.12] [Oxyd] LuaEntity units randomly removed
- Replies: 5
- Views: 2247
Re: [0.15.12] LuaEntity units randomly removed
I presume that the game is vanishing units to prevent infinite loops, that it has a while/for loop with a counter and after X iterations it simply says "we better remove this unit or we will loop forever". If it is so, the first thing I'd try on the engine side (because it would be less wo...
- Sun May 21, 2017 7:22 pm
- Forum: Pending
- Topic: [0.15.12] [Oxyd] LuaEntity units randomly removed
- Replies: 5
- Views: 2247
- Sun May 21, 2017 7:11 pm
- Forum: Pending
- Topic: [0.15.12] [Oxyd] LuaEntity units randomly removed
- Replies: 5
- Views: 2247
[0.15.12] [Oxyd] LuaEntity units randomly removed
I'm currently rewriting https://mods.factorio.com/mods/kyranzor/robotarmy just for my own benefit, and the whole LuaEntity (unit) and LuaUnitGroup system is shockingly hard to work with. Once I create a group of 20 units with hitboxes no bigger than small biters and send them off to do anything, a w...
- Sun May 21, 2017 6:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.12] LuaEntity.set_command crashes with empty compound
- Replies: 5
- Views: 3436
[Rseding91] [0.15.12] LuaEntity.set_command crashes with empty compound
The subject line is not long enough for me to clarify, so here it is: [0.15.12] LuaEntity.set_command crashes when passed an invalid defines.command.compound Probably the case with LuaUnitGroup as well, then. I have not tested. Essentially, all you have to do is; LuaEntity.set_command({ type = defin...
- Sat May 20, 2017 3:54 pm
- Forum: Won't implement
- Topic: Folks Freaky Factorio Fantasies
- Replies: 14
- Views: 5526
Re: Folks Freaky Factorio Fantasies
3.8 (though how do you move without a keyboard? Haha, thank you, that's an excellent point, I should have listed that among the most obvious things that need to be remedied immediately :-) I'm just going to wait and see if there are any official responses to this post in the first days of the comin...
- Sat May 20, 2017 1:58 pm
- Forum: Won't implement
- Topic: Folks Freaky Factorio Fantasies
- Replies: 14
- Views: 5526
Re: Folks Freaky Factorio Fantasies
... by making useful posts with some discussion and ideas added which other can critique and then fleshed out is far more useful to the devs. The reasons why and the discussions about why a change is wanted more than what and how the change you want is implemented, lets the developers get a feel fo...