Search found 459 matches

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: 244

[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: Minor issues
Topic: [kovarex] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
Replies: 9
Views: 905

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 1.0] Xander Mod v3.5.3
Replies: 728
Views: 149132

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: 388
Views: 65827

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 1.0] Xander Mod v3.5.3
Replies: 728
Views: 149132

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: 11
Views: 745

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: Minor issues
Topic: [kovarex] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
Replies: 9
Views: 905

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: 388
Views: 65827

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 (UPDATE: Ju...
by Therax
Tue Sep 08, 2020 1:05 pm
Forum: Resolved Problems and Bugs
Topic: Enable reading the currently held blueprint record
Replies: 4
Views: 455

Re: Enable reading the currently held blueprint record

This is extremely important, as the current behavior breaks a whole slew of modding use cases: 1) If a player places a blueprint using a blueprint library record, during `on_put_item` there is no way for mods to access the blueprint configuration or content. 2) If a player deconstructs an area with ...
by Therax
Sun Aug 16, 2020 3:33 pm
Forum: Minor issues
Topic: [kovarex] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
Replies: 9
Views: 905

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

Observed behavior: 1. Add event handler for on_player_setup_blueprint. 2. Create a blueprint of an entity. 3. In the event handler, observe the following: player.blueprint_to_setup.valid_for_read is true player.cursor_stack.valid_for_read is false player.blueprint_to_setup.is_blueprint is true playe...
by Therax
Fri Aug 14, 2020 5:27 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 207
Views: 33452

Re: Friday Facts #360 - 1.0 is here!

Congratulations to the whole team at this fantastic achievement. This has been my “forever” game since I bought it in the 0.10 timeframe. So many amazing milestones (rocket silo, multiplayer, Steam release, and so many more!) and experiences, and many more yet to come now that it’s officially out in...
by Therax
Tue Aug 11, 2020 7:53 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 49603

Re: Friday Facts #359 - Crash site: The beginning

Original lore minded, I have VERY BAD feelings lore wise with the ship that crashed looking like such a one-man-one-use-only ship look. Shouldn't the guy with such wizardly engineering skills come from a civilization of some kind??? I prefer to think of the ship as an escape pod/lifeboat of some so...
by Therax
Fri Aug 07, 2020 3:33 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 49603

Re: Friday Facts #359 - Crash site: The beginning

I'm looking forward to the new emergency break features. Complete with sparks and high-pitched squeaking. No. You can not un-announce it now :p. Also the hover-shoes research looks interesting too. The emergency brakes is actually concealed rocket boosters that are automatically activated when a pl...
by Therax
Fri Aug 07, 2020 3:32 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 49603

Re: Friday Facts #359 - Crash site: The beginning

Really, really like the re-revised mining drill graphics. One thing that I immediately noticed was the chute that feeds the ore from the rails to the output roller. I thought "that's a lovely detail." Only then did I realize that it was there in the previous design, because it was so obscured by the...
by Therax
Mon Jun 08, 2020 6:48 am
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.3
Replies: 728
Views: 149132

Re: [MOD 0.18] Xander Mod v3.4.3

Edit: It seems work if I put a pump directly on the input and force feed the acid. Is that how it's supposed to work? There are some fluidbox errors. Input fluid boxes should have base_level = -1, and output fluid boxes should have base_level=1. Some of the input fluidboxes have the wrong base_leve...
by Therax
Thu Jun 04, 2020 2:31 am
Forum: Won't fix.
Topic: [0.18.30] hard freeze with spill_item_stack in ungenerated map area
Replies: 1
Views: 142

[0.18.30] hard freeze with spill_item_stack in ungenerated map area

Discovered by creating a new surface: /c game.create_surface("test").spill_item_stack({0,0}, {name="iron-plate", count=1}) but also reproducible on nauvis by pointing to an area of the map yet to be generated: /c game.surfaces[1].spill_item_stack({500000,500000},{name="iron-plate",count=1}) Observed...
by Therax
Wed Jun 03, 2020 6:27 pm
Forum: Modding interface requests
Topic: fluid-wagon, user defined connection points
Replies: 8
Views: 1235

Re: fluid-wagon, user defined connection points

This is kind of implemented in 0.18.30. FluidWagon prototype will have tank_count with allowed values of 1,2 or 3 and default value of 3. No mods should be broken. Tank connection points will have spacing of 2 as always and set of connectors will be centered. This name initially made me think that ...
by Therax
Tue May 26, 2020 1:58 am
Forum: Mods
Topic: [MOD 1.0] Xander Mod v3.5.3
Replies: 728
Views: 149132

Re: [MOD 0.18] Xander Mod v3.4.3

Pretty sure he means “axles.” I quite liked the variety of mechanical intermediates in XM2, without the sheer number of them that are in something like Industrial Revolution, and I’m sad to hear that they’re gone now (?). It felt good that even the simplest machines required multiple metals, some in...
by Therax
Sun May 24, 2020 4:02 am
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 2169

Re: Re-opened: breaking change/fix: script.raise_event rework

There are multiple ways to create or edit a blueprint through script that don't have any event logic associated. Adding it for one and not the rest doesn't make sense to me. Additionally I have no plans to add events for all the ways it can be done so there's no point in adding it for any of them. ...
by Therax
Fri May 22, 2020 8:05 pm
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 2169

Re: Re-opened: breaking change/fix: script.raise_event rework

I recently received a bug report where another mod is using create_blueprint(), and this was bypassing my mod's on_player_setup_blueprint handling. My proposed fix was for the other mod to raise the event manually, but since this approach will no longer be accessible, it makes it more important that...

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