Search found 279 matches

by Muppet9010
Mon Oct 21, 2024 11:27 am
Forum: Resolved Requests
Topic: [2.0.7] FurnacePrototype is missig from documentation
Replies: 1
Views: 114

[2.0.7] FurnacePrototype is missig from documentation

The Furnace prototype is missing from the Prototype documentation. It's still a distinct prototype class within the game.
by Muppet9010
Sun Jan 07, 2024 10:21 pm
Forum: Modding interface requests
Topic: Add an API to access a recipe's Total Raw on the LuaRecipePrototype
Replies: 0
Views: 327

Add an API to access a recipe's Total Raw on the LuaRecipePrototype

Within Factorio when the user hovers over a recipe the context information includes the total raw ingredients and craft time. It would be great if this could be exposed on the Runtime API as part of the LuaRecipePrototype object. At present a mod would have to walk the recipes that make the ingredie...
by Muppet9010
Fri Dec 29, 2023 7:32 pm
Forum: Documentation Improvement Requests
Topic: New Game and Migration Scripts in Data Lifecycle
Replies: 1
Views: 618

New Game and Migration Scripts in Data Lifecycle

When starting a new game with a mod enabled the mods migration scripts aren't run. The Data Lifecycle diagram doesn't seem to distinguish the difference between a new game starting with the mod active and the mod being added to a save. Capture.PNG There also isn't any wording to this effect that I c...
by Muppet9010
Sun Oct 29, 2023 2:47 pm
Forum: Resolved Requests
Topic: Animation `layers` field should be optional.
Replies: 1
Views: 516

Animation `layers` field should be optional.

The `layers` field should be optional in the prototype Animation.
The example on the page confirms this in addition to my working code.

https://lua-api.factorio.com/latest/typ ... tml#layers
by Muppet9010
Sat Oct 28, 2023 11:46 pm
Forum: Resolved Requests
Topic: Prototype LightDefinition listed `picture` as mandatory
Replies: 1
Views: 520

Prototype LightDefinition listed `picture` as mandatory

https://lua-api.factorio.com/latest/typ ... ition.html

The `picture` field is listed as mandatory, but it's optional for "basic" type. The `rotation_shift` field is the same requirement concept and is listed as optional.
by Muppet9010
Thu Oct 26, 2023 9:02 am
Forum: Resolved Requests
Topic: EntityWithHealthPrototype resistances field is a singular rather than array?
Replies: 4
Views: 818

Re: EntityWithHealthPrototype resistances field is a singular rather than array?

The docs list a single object/table of fields. But accepts an array of objects as per your included example.
by Muppet9010
Wed Oct 25, 2023 9:52 pm
Forum: Resolved Requests
Topic: EntityWithHealthPrototype resistances field is a singular rather than array?
Replies: 4
Views: 818

EntityWithHealthPrototype resistances field is a singular rather than array?

The definition of the resistances field in EntityWithHealthPrototype is the type of Resistances. But looking at this Resistances class its a single object/table, rather than supporting an array of Resistances. I'm not entirely sure on what the valid options are the, but the example array of tables i...
by Muppet9010
Wed Oct 18, 2023 11:36 pm
Forum: Not a bug
Topic: Unit entities created on an old mod prototype version have "cached" movement_speed
Replies: 1
Views: 632

Unit entities created on an old mod prototype version have "cached" movement_speed

It seems that if a unit is created in a map and the game saved. Then the unit prototype's speed is changed in the mod. When the game is loaded the existing units keep the old prototype speed, with any newly placed units getting the new prototype speed. See demo video, save and sample mod attached. I...
by Muppet9010
Sun Oct 08, 2023 6:33 pm
Forum: Resolved Requests
Topic: Prototype MinableProperties has some optional fields not marked as such
Replies: 1
Views: 470

Prototype MinableProperties has some optional fields not marked as such

The Prototype MinableProperties class has some optional fields not marked as such: required_fluid & mining_trigger https://lua-api.factorio.com/latest/types/MinableProperties.html I quickly checked and these are correctly marked as optional on the Runtime side. https://lua-api.factorio.com/lates...
by Muppet9010
Thu Apr 20, 2023 10:15 am
Forum: Releases
Topic: Version 1.1.81
Replies: 8
Views: 13166

Re: Version 1.1.81

It does look much more inviting for new-to-mod users. As your presented with groupings of good mods, not just a mash of latest mods. With half often having been: WIP, alpha, personal, etc.

Seeing `fresh mods of the last month` category, I would like to be able to expand it and see more than just 5.
by Muppet9010
Sat Jan 14, 2023 2:26 pm
Forum: Ideas and Suggestions
Topic: Notifications System
Replies: 37
Views: 16146

Re: In-game GUI to manage alerts and warnings being shown

I looked at that topics opening posts before making this thread. But it looked to be a much larger and all encompassing geature ask, than this simple gui addition for existing functionality :)
by Muppet9010
Fri Jan 13, 2023 9:09 pm
Forum: Ideas and Suggestions
Topic: Notifications System
Replies: 37
Views: 16146

In-game GUI to manage alerts and warnings being shown

It would be nice if there was an in-game GUI to manage what alerts and warnings are shown to the player. Rather than having to use console commands.

I appreciate these are per map and not global, so would be like the map overlay toggles.

https://wiki.factorio.com/Alerts
by Muppet9010
Sat Dec 24, 2022 11:10 pm
Forum: Mod portal Discussion
Topic: The Factorio Version Selector dropdown has bad styling
Replies: 0
Views: 779

The Factorio Version Selector dropdown has bad styling

The Factorio Version Selector dropdown has bad styling. I tried forcing a clean reload and still happening.
Factorio Version Selector
Factorio Version Selector
image.png (965.04 KiB) Viewed 779 times
On current release of Google Chrome: Version 108.0.5359.125 (Official Build) (64-bit)

Another user has confirmed they see the same issue.
by Muppet9010
Sat Dec 03, 2022 6:24 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 420
Views: 278186

Re: Performance optimization - post your saves

Do you count continuous max pathfinder UPS for a few unit groups to get through many layers of walls as a performance issue ? It only becomes an organic issue on very large bases, but can easily cause the pathfinder to stay at its max processing indefinitely. Save that shows the pathfinder strugglin...
by Muppet9010
Sat Dec 03, 2022 6:12 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.73] Desync when changing pathfinder settings mid path searching
Replies: 1
Views: 2237

[boskid][1.1.73] Desync when changing pathfinder settings mid path searching

If you change some pathfinder settings while the game is doing a pathfind it will desync. Encountered in an MP game, but reproduced in SP with heavy mode enabled. This was encountered in an MP game as we had a long queue of path requests due to many layers of wall around the base and artillery trigg...
by Muppet9010
Thu Nov 17, 2022 9:51 pm
Forum: Minor issues
Topic: [1.1.72] If 2 car entities are on top of each other the player can't get out
Replies: 1
Views: 974

[1.1.72] If 2 car entities are on top of each other the player can't get out

When 2 cars are created on top of each other and the player is driving one of them things go a bit odd when trying to leave. I appreciate this is an odd situation, but encountered when modding and swapping a vehicle a player was in for another one and wanting to eject the player during this process....
by Muppet9010
Thu Nov 17, 2022 8:30 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 100658

Re: Documentation Improvement Requests

The LuaEntity.set_driver() and LuaEntity.set_passenger() both list the parameter as mandatory in its type, but in description it lists the valid use of nil . Noticed as Sumneko flags the discrepency. https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.set_driver -> Good catch, thanks. Fixe...
by Muppet9010
Sat Nov 05, 2022 12:35 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.70] Single water tile edging weird on border of 2 land tiles
Replies: 1
Views: 1168

[1.1.70] Single water tile edging weird on border of 2 land tiles

When you have a border between 2 different land tile types and then place a single tile of water just inside this border the water tiles edge graphics goes odd.
example.PNG
example.PNG (313.15 KiB) Viewed 1168 times

Save with issue demonstrated:
water tile bug.zip
(1.16 MiB) Downloaded 118 times
by Muppet9010
Thu Nov 03, 2022 10:50 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 100658

Re: Documentation Improvement Requests

The properaty_names argument that LuaSurface.calculate_tile_properties() takes is a little sparse on what property names it actually takes. The example is height , but doing a search in the API docs of height didn't return an obvious list of the property strings I could provide it. https://lua-api....
by Muppet9010
Wed Nov 02, 2022 12:25 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 100658

Re: Small documentation improvement requests

The Factorio wiki description on an EnergySource for the Electric Energy Source is a bit misleading. When flagged in a discord chat Bilka requested it was raised here as a reminder for future clarification. https://wiki.factorio.com/Types/EnergySource#buffer_capacity Area of concen: Shouldn't drain...

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