Search found 471 matches

by Therax
Fri Jul 12, 2024 4:56 pm
Forum: News
Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
Replies: 117
Views: 19448

Re: Friday Facts #419 - Display Panel & Inserter pickup fixes

Great changes, as always! But why is it called "Show in chart" and not "Show on map"? I thought this would be the first comment, honestly. “Show in chart” immediately makes me think I can somehow make the output appear as some kind of graph. “Show on map” is a much better descri...
by Therax
Fri May 27, 2022 8:27 pm
Forum: Not a bug
Topic: [1.1.59] Writing to entity.direction modifies find_entities_filtered iteration order
Replies: 4
Views: 2200

Re: [1.1.59] Writing to entity.direction modifies find_entities_filtered iteration order

If would be nice if the unregister and reregister logic for 101611 only executed if the entity being rotated actually had an off-center collision box, saving a bunch of redundant work in the 99% case.
by Therax
Fri May 27, 2022 5:45 pm
Forum: Not a bug
Topic: [1.1.59] Writing to entity.direction modifies find_entities_filtered iteration order
Replies: 4
Views: 2200

Re: [1.1.59] Writing to entity.direction modifies find_entities_filtered iteration order

As an additional note, this behavior greatly complicates circuit wire interactions. Suppose that two circuit-connectable entities are in the same position as part of a compound entity. The player creates a connection to the entity via clicking with a red wire. Then sometime later the player clicks a...
by Therax
Fri May 27, 2022 5:05 pm
Forum: Not a bug
Topic: [1.1.59] Writing to entity.direction modifies find_entities_filtered iteration order
Replies: 4
Views: 2200

[1.1.59] Writing to entity.direction modifies find_entities_filtered iteration order

My mod expects the order of entities in the same position to be consistent when querying find_entity() and find_entities_filtered() as long as no entities are created or destroyed. Starting with version 1.1.58, this is no longer the case, and modifications to an entity's direction will change its it...
by Therax
Thu Feb 17, 2022 11:18 pm
Forum: Fixed for 2.0
Topic: [Rseding91] [1.1.53] item field not populated during on_gui_opened/on_gui_closed for blueprint book contents
Replies: 4
Views: 2487

Re: [1.1.53] item field not populated during on_gui_opened/on_gui_closed for blueprint book contents

Just to make sure we're clear, opening a blueprint book in character inventory is fine. Opening a blueprint book nested *inside* another blueprint book is not. Opening a blueprint inside a blueprint book is not. Detailed repro: 1. Start a new freeplay game. 2. Place down the initial stone furnace. 3...
by Therax
Thu Feb 17, 2022 8:25 pm
Forum: Fixed for 2.0
Topic: [Rseding91] [1.1.53] item field not populated during on_gui_opened/on_gui_closed for blueprint book contents
Replies: 4
Views: 2487

[Rseding91] [1.1.53] item field not populated during on_gui_opened/on_gui_closed for blueprint book contents

Expected: When opening or closing a blueprint or blueprint book contained within an outer blueprint book, the on_gui_opened / on_gui_closed events should be fired, and event.item should be a LuaItemStack pointing to the contained blueprint or blueprint book, as accessible via the expression "bl...
by Therax
Tue Feb 15, 2022 6:29 pm
Forum: Modding interface requests
Topic: Add relative_gui_position.side_panel
Replies: 1
Views: 1076

Add relative_gui_position.side_panel

Would it be possible to add the ability to anchor frames in a column below where the control behavior (circuit condition, logistic network connection condition) panels appear? If a GUI does not have these panels, then this new relative_gui_position option would act the same as relative_gui_position....
by Therax
Tue Feb 15, 2022 6:18 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 97477

Re: Small documentation improvement requests

References to https://lua-api.factorio.com/latest/Concepts.html#Position should be removed and replaced with references to MapPosition, TilePosition (which is entirely redundant with Position's current definition), or ChunkPosition as appropriate. Several APIs and other Concepts that reference Posi...
by Therax
Sat May 15, 2021 6:03 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 324553

Re: [MOD 1.1] Xander Mod v3.6.1

I’m a little sad that there isn’t a wood-free recipe for soda-lime glass anymore. The whole production chain for sodium carbonate was one of my favorite bits of XM2.
by Therax
Sat Apr 03, 2021 5:31 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.30] Crash dragging upgrade planner over belts marked for upgrade (EntityWithHealth::draw)
Replies: 7
Views: 4879

Re: [1.1.30] Crash in EntityWithHealth::draw

The entity was a yellow transport belt.
It was marked for upgrade to a red transport belt.
The upgrade planner had an entry for red->blue, but no entry for yellow->*.
Dragging an upgrade planner with a yellow->blue configuration worked as expected on these belts.
by Therax
Mon Feb 15, 2021 11:26 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.22] Crash on menu screen (GameView::updatePositionalSounds) MR
Replies: 10
Views: 46018

Re: [1.1.22] Crash on menu screen (GameView::updatePositionalSounds) MR

Same crash, not on the main menu simulations, but in game during combat.
by Therax
Wed Nov 25, 2020 12:54 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.0] on_pre_build flip_horizontal/vertical are ints, not boolean
Replies: 1
Views: 2052

[kovarex] [1.1.0] on_pre_build flip_horizontal/vertical are ints, not boolean

The flip_horizontal and flip_vertical fields of the on_pre_build event are documented as being boolean true/false, but in fact are Lua numbers 0 and 1. This is a problem since in Lua 0 is truthy, so

Code: Select all

if ev.flip_horizontal then ... end
does not behave as expected.
by Therax
Sat Nov 21, 2020 5:04 pm
Forum: Assigned
Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
Replies: 18
Views: 10064

Re: [kovarex] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint

I looked in the code, and I believe that you should use the BlueprintSelectArea event. This is exactly the event we are talking about. BlueprintSelectArea on the C++ side is translated to on_player_setup_blueprint. During the processing of this event, there is no reliable way to get access to the b...
by Therax
Fri Nov 13, 2020 7:52 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 324553

Re: Gun Turret Upgrades

Okay, the gun turret bug should be fully fixed. Thanks to kingarthur and eradicator for your help. Looking back, it seems all I really needed was the force.reset_technology_effects() command, which I simply put in a loop in a new lua migration file. I've been iterating over game.forces in my migrat...
by Therax
Mon Nov 09, 2020 4:00 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 173575

Re: [MOD 0.16] Miniloader

Ghoulish wrote:
Sun Nov 08, 2020 6:48 pm
Hi, I am getting a multiplayer desync when placing miniloaders. Factorio v1.0.0, Miniloader 1.12.2. I've enclosed the log file.

Is there ny way I can get this resolved? Thanks.
This may be fixed in v1.12.3, but I've not been able to reproduce the desync so it's hard to be sure.
by Therax
Mon Nov 02, 2020 12:12 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 324553

Re: Quick Update to 3.5.2 & More

I like the idea of a semi-automatic machine, which just cuts existing trees nearby, and a while ago I even found another mod (for reference) that did just that - I think it was called Wood Harvester or something similar. However, it's more involved that just imitating the base prototypes like I usu...
by Therax
Tue Oct 06, 2020 3:44 pm
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 17
Views: 4404

Re: [1.0.0] more trains fit between signals than the preview shows on c

I'm with sparr here. Functionality trumps appearance. If 6 wagons fit in the block without spilling into the next block, there should be 6 frames shown, even if they visually spill past the train signal. If it's desired that the frames don't spill past the signal for cosmetic reasons, then the logic...
by Therax
Sun Sep 27, 2020 7:44 pm
Forum: Assigned
Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
Replies: 18
Views: 10064

Re: [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint

Unless I'm mistaken, you should be using on_player_configured_blueprint. I might call it a bug that creating a new blueprint immediately sets the blueprint (the player did not confirm anything)*. I believe you are mistaken. on_player_configured_blueprint fires when the player selects Confirm in the...
by Therax
Sun Sep 27, 2020 4:45 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 173575

Re: [MOD 0.16] Miniloader

I have the same problem. Then I tried to load the game all mods disabled and only enabled the miniloader mod and got following error: error_miniloader.JPG thanks for your great work =) Hello! Im getting this same error "Fast-filter-miniloader (recipe)" running 18.X and Miniloader 1.11.1 (...

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