Search found 471 matches
- Fri Jul 12, 2024 4:56 pm
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 119
- Views: 22072
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...
- 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: 2252
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.
- 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: 2252
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...
- 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: 2252
[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...
- Thu Feb 17, 2022 11:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.53] item field not populated during on_gui_opened/on_gui_closed for blueprint book contents
- Replies: 4
- Views: 2568
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...
- Thu Feb 17, 2022 8:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.53] item field not populated during on_gui_opened/on_gui_closed for blueprint book contents
- Replies: 4
- Views: 2568
[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...
- Tue Feb 15, 2022 6:29 pm
- Forum: Modding interface requests
- Topic: Add relative_gui_position.side_panel
- Replies: 1
- Views: 1112
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....
- Tue Feb 15, 2022 6:18 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 99757
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...
- Sat May 15, 2021 6:03 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 330174
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.
- 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: 4999
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.
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.
- Sat Apr 03, 2021 5:25 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: 4999
[posila] [1.1.30] Crash dragging upgrade planner over belts marked for upgrade (EntityWithHealth::draw)
Happened when dragging an upgrade planner over some belts that were already marked for upgrade.
- 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: 46136
Re: [1.1.22] Crash on menu screen (GameView::updatePositionalSounds) MR
Same crash, not on the main menu simulations, but in game during combat.
- 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: 2097
[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 does not behave as expected.
Code: Select all
if ev.flip_horizontal then ... end
- 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: 19
- Views: 10437
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...
- Fri Nov 13, 2020 7:52 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 330174
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...
- Mon Nov 09, 2020 4:00 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 177004
Re: [MOD 0.16] Miniloader
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.
- Mon Nov 02, 2020 12:12 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 330174
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...
- 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: 4490
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...
- 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: 19
- Views: 10437
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...
- Sun Sep 27, 2020 4:45 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 177004
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 (...