I am currently trying to implement a new MapGen Setting and have re-implemented some old 1.0 mod code.
One question that popped up for me is how can one set a default value for NoiseFunction parameters.
The parameters attribute is a string only array, so there is no possibility of param=default ...
Search found 28 matches
- Sat Jan 10, 2026 6:26 am
- Forum: Modding help
- Topic: NoiseFunction parameter defaults
- Replies: 1
- Views: 136
- Thu Dec 17, 2020 11:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.6] Duplicate entry of defines.input_action.set_research_finished_stops_game in lua-api docu
- Replies: 2
- Views: 1603
[1.1.6] Duplicate entry of defines.input_action.set_research_finished_stops_game in lua-api docu
On Lua API Defines page the input action section lists 2 times (duplicate key).
Code: Select all
defines.input_action.set_research_finished_stops_game- Mon Dec 14, 2020 3:36 am
- Forum: Mod portal Discussion
- Topic: Automatic mod uploading by mod authors possible?
- Replies: 6
- Views: 5656
Re: Automatic mod uploading by mod authors possible?
Is there any chance of this getting implemented? Currently my GitHub action is broken due to captcha.
I would rather replace it with a robust upload API.
I would rather replace it with a robust upload API.
- Thu May 28, 2020 11:17 pm
- Forum: Modding help
- Topic: Issuing on_pre_player_mined_item from mod
- Replies: 0
- Views: 923
Issuing on_pre_player_mined_item from mod
In the Upgrade Planner Mod I maintain the code raises an on_pre_player_mined_item event before trying to replace entities. ( https://github.com/Roang-zero1/upgrade-planner-next/blob/master/upgrade-planner/entity-upgrade.lua#L166 )
Since the Version .18.27 this is no longer supported. Is there ...
Since the Version .18.27 this is no longer supported. Is there ...
- Fri Oct 18, 2019 3:19 pm
- Forum: Mod portal Discussion
- Topic: Automatic mod uploading by mod authors possible?
- Replies: 6
- Views: 5656
Re: Automatic mod uploading by mod authors possible?
I am in the process of updating my GitHub Action for uploading mods (https://github.com/Roang-zero1/factorio-mod-actions) and this feature would still improve the workflow quite a bit.
So I am giving it a push
So I am giving it a push
- Mon Jun 24, 2019 10:23 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.50] Lua API Class Inheritance
- Replies: 2
- Views: 1657
- Sun Jun 23, 2019 12:22 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.50] Lua API Class Inheritance
- Replies: 2
- Views: 1657
[0.17.50] Lua API Class Inheritance
On the page Classes the divs containing the class inheritance are html-classed with instead of .
Code: Select all
[('class', 'brief-inherited')]Code: Select all
brief-inherited- Thu Jun 20, 2019 3:31 pm
- Forum: Not a bug
- Topic: [0.17.49] LuaSurface.can_place_entity creates build smoke
- Replies: 5
- Views: 2525
Re: [0.17.49] LuaSurface.can_place_entity creates build smoke
Yeah that was it, thanks.
Can be moved to not a bug.
Can be moved to not a bug.
- Tue Jun 18, 2019 12:06 pm
- Forum: Not a bug
- Topic: [0.17.49] LuaSurface.can_place_entity creates build smoke
- Replies: 5
- Views: 2525
Re: [0.17.49] LuaSurface.can_place_entity creates build smoke
The relevant code can be found at: https://github.com/Roang-zero1/upgrade-planner-next/blob/4f43f29599d67c5f69ce4ec029e31026256d701a/upgrade-planner/entity-upgrade.lua#L203-L214
Maybe the build smoke comes from trying to fast replace a non fast-replaceable entity?
https://github.com/Roang-zero1 ...
Maybe the build smoke comes from trying to fast replace a non fast-replaceable entity?
https://github.com/Roang-zero1 ...
- Sun Jun 16, 2019 1:46 pm
- Forum: Not a bug
- Topic: [0.17.49] LuaSurface.can_place_entity creates build smoke
- Replies: 5
- Views: 2525
[0.17.49] LuaSurface.can_place_entity creates build smoke
When using LuaSurface.can_place_entity build smoke is visible, even if the entity cannot be placed.
Reference: https://lua-api.factorio.com/latest/Lua ... ace_entity
Demo while checking to build a Rocket Silo over Solar Panel:
Reference: https://lua-api.factorio.com/latest/Lua ... ace_entity
Demo while checking to build a Rocket Silo over Solar Panel:
- Fri Jun 14, 2019 12:52 am
- Forum: Mod portal Discussion
- Topic: Automatic mod uploading by mod authors possible?
- Replies: 6
- Views: 5656
Re: Automatic mod uploading by mod authors possible?
I've also been working on creating CI scripts for my mods and have some success with the browser mocking, but the error detection leaves a lot to be desired (e.g. login error detection).
Therefore I would also like to request an API endpoint to upload a mod to the portal one can sue with the tokens ...
Therefore I would also like to request an API endpoint to upload a mod to the portal one can sue with the tokens ...
- Sat Jun 01, 2019 7:21 pm
- Forum: Modding discussion
- Topic: Factorio API autocomplete extension for Visual Studio Code
- Replies: 11
- Views: 9483
Re: Factorio API autocomplete extension for Visual Studio Code
I've updated the extension with the latest data, the version is available as download at: https://github.com/Roang-zero1/vscode-f ... /releases/
I've also updated the Readme of the extension to show how to update the data on your own.
I've also updated the Readme of the extension to show how to update the data on your own.
- Tue Apr 09, 2019 7:17 am
- Forum: Implemented mod requests
- Topic: [0.17.25] Performance of rendering.set/get/is_* requests
- Replies: 6
- Views: 3919
Re: [0.17.25] Performance of rendering.set/get/is_* requests
Ok thanks for the feedback, I will look into optimising with entities and the new entities stati.
- Mon Apr 08, 2019 9:15 pm
- Forum: Implemented mod requests
- Topic: [0.17.25] Performance of rendering.set/get/is_* requests
- Replies: 6
- Views: 3919
Re: [0.17.25] Performance of rendering.set/get/is_* requests
The modified demo mod.
- Mon Apr 08, 2019 9:07 pm
- Forum: Implemented mod requests
- Topic: [0.17.25] Performance of rendering.set/get/is_* requests
- Replies: 6
- Views: 3919
Re: [0.17.25] Performance of rendering.set/get/is_* requests
Thanks for the input, unfortunately applying these changes to the demo mod does not improve the timings noticeably.
Same goes for the Bottleneck rewrite.
Same goes for the Bottleneck rewrite.
- Mon Apr 08, 2019 7:10 pm
- Forum: Implemented mod requests
- Topic: [0.17.25] Performance of rendering.set/get/is_* requests
- Replies: 6
- Views: 3919
[0.17.25] Performance of rendering.set/get/is_* requests
The performance for calls to rendering with mods is not very good ft a large number of rendering objects are present..
I've run into this issue on my rewrite of Bottleneck for the 0.17 rendering engine.
On a large base with up to 300k Bottleneck entities (150k sprites, 150k lights) checking the ...
I've run into this issue on my rewrite of Bottleneck for the 0.17 rendering engine.
On a large base with up to 300k Bottleneck entities (150k sprites, 150k lights) checking the ...
- Mon Mar 25, 2019 9:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.18] Crash on opening Construction Drones Logistic Beacon
- Replies: 0
- Views: 2494
[0.17.18] Crash on opening Construction Drones Logistic Beacon
When placing a Logistic Beacon and trying to open the GUI with a left click the game crashes.
The easiest way to reproduce is:
The easiest way to reproduce is:
- download the latest version of the mod
- to go into a sandbox
- Craft a Logistic Beacon
- Place it anywhere
- Try to open the GUI with a left click
- Tue Mar 05, 2019 10:47 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 273149
Re: [MOD 0.16] Upgrade planner
I've created a working version of the old planner at: https://mods.factorio.com/mod/upgrade-planner-next
- Tue Mar 05, 2019 7:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.4] Cant switch items with filtered inventory
- Replies: 5
- Views: 4560
Re: [kovarex] [0.17.4] Cant switch items with filtered inventory
Works like charm, thanks for fixing!
- Sun Mar 03, 2019 3:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.3] Blueprint preview has entity outside of bounds (MR)
- Replies: 7
- Views: 6006
Re: [0.17.3] Blueprint preview has entity outside of bounds (MR)
I think it has something to do with large selection rectangles and the logic behind blueprinting the ground.
If you select only the entities it mostly works, but large assemblies + much ground will offset the entities outside the window.
If you enable tiles, the blueprint will be centred correctly.
If you select only the entities it mostly works, but large assemblies + much ground will offset the entities outside the window.
If you enable tiles, the blueprint will be centred correctly.