Search found 237 matches

by Muppet9010
Sun May 08, 2022 6:02 pm
Forum: Resolved for the next release
Topic: [1.1.58] LuaControl.cancel_crafting gives wrong error message for missing argument
Replies: 1
Views: 176

[1.1.58] LuaControl.cancel_crafting gives wrong error message for missing argument

The below code snippet is invalid as it doesn't have the `count` field in the table argument. /c local player = game.player if player.crafting_queue_size > 0 then player.cancel_crafting {index =1} end However it gives the error message: Error: 'index': real number expected got nil. Tested while the ...
by Muppet9010
Sat Mar 12, 2022 12:19 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.56] Removal/Error of autoplace_specification field from tree LuaEntityPrototype's
Replies: 1
Views: 239

[1.1.56] Removal/Error of autoplace_specification field from tree LuaEntityPrototype's

In 1.1.55 and before you could obtain the the autoplace_specification from a tree LuaEntityPrototype, but in 1.1.56 this isn't obtainable and it isn't listed as an intentional loss in the 1.1.56 changelog. its also still in current documentation. https://lua-api.factorio.com/latest/LuaEntityPrototyp...
by Muppet9010
Sun Feb 27, 2022 7:47 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.55] Can't change artillery wagon's force
Replies: 1
Views: 639

[1.1.55] Can't change artillery wagon's force

You can't change an artillery wagons force via Lua API script. It accepts the request, but the force doesn't change. 1: Load save: arty wagon force test.zip 2: script to change the force of the player selected entity: /c local carriage = game.player.selected game.print("pre: " .. carriage....
by Muppet9010
Wed Feb 23, 2022 2:30 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.53] Corpse TTL set to uint max vanishes instantly
Replies: 1
Views: 269

[1.1.53] Corpse TTL set to uint max vanishes instantly

The time_to_live for a character-corpse is listed as uint32. However if you put a max uint32 value the corpse vanishes instantly. https://wiki.factorio.com/Prototype/CharacterCorpse#time_to_live Assume the same issue exists for regular corpse. In my testing I found that the vanishing is somewhere ab...
by Muppet9010
Wed Feb 09, 2022 8:26 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 59
Views: 7465

Re: New API Docs website

On the main page (https://lua-api.factorio.com/latest/index.html) the Classes header isn't clickable, but the Events header further down the page is.
Capture.PNG
Capture.PNG (63.97 KiB) Viewed 796 times
There is the Classes page that I assume the header should link to: https://lua-api.factorio.com/latest/Classes.html
by Muppet9010
Thu Jan 27, 2022 5:10 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.53] Crash connecting rolling stock to neighbour while its being removed (on_train_created)
Replies: 2
Views: 842

[boskid][1.1.53] Crash connecting rolling stock to neighbour while its being removed (on_train_created)

If you interact with a train carriage that is mid removal and get it to re-connect to another carriage you can crash the game. The on_train_created event gives you access to this mid removal stage. Logic: remove a locomotive from a 2 entity train. The game has to disconnect the loco first before rem...
by Muppet9010
Mon Jan 03, 2022 8:12 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods
Replies: 6
Views: 1123

Re: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods

thanks Boskid :D
raised to the Comfy scenario devs in case there is anything odd on their side this flags :)
by Muppet9010
Mon Jan 03, 2022 2:34 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods
Replies: 6
Views: 1123

Re: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods

reproduction steps from a clean copy of the scenario following the usage path the server hosting player did in my previous error case. Please note I am not the owner of the scenario, Comfy is. This looks to be related to downloading a scenario from an MP game is somehow getting in to the weird map s...
by Muppet9010
Mon Jan 03, 2022 11:55 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods
Replies: 6
Views: 1123

Re: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods

Ignore this post - see 3rd post with new simpler reproduction steps. edit: this occurs with just starting the scenario, no mods required it seems. scenarios.zip New Game > User scenarios > Chronosphere Didn't want to edit original post as I see Boskid has claimed it in title. factorio-current.log f...
by Muppet9010
Mon Jan 03, 2022 11:40 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods
Replies: 6
Views: 1123

[boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods

Ignore this post - see 3rd post with new simpler reproduction steps. When I load the below save based on a scenario and mods everything is fine, however, when I click to Restart the map Factorio hard crashes. 30.413 Error RollingStock.cpp:996: Internal error in RollingStock::getNeighborDirection, n...
by Muppet9010
Sat Dec 18, 2021 1:33 pm
Forum: Bug Reports
Topic: [1.1.48] Ghost fast replace rotation oddness
Replies: 1
Views: 315

[1.1.48] Ghost fast replace rotation oddness

Issue: a player can fast replace an entity over itself with a different rotation, but a ghost placed over an entity with fast replace and a different rotation is set back to the original rotation. https://gfycat.com/diligentblackandwhitehoiho 1: place steam engine facing north. 2: hold steam engine ...
by Muppet9010
Mon Dec 13, 2021 2:29 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 59
Views: 7465

Re: New API Docs website

The process that a mod makes a request via the API (either function or to get/set a field) would be helpful. I got the below answer via Discord from Bilka that all LuaObject instances returned to my mod from the API have 0 field data. So for UPS optimised mods we should really be caching every field...
by Muppet9010
Wed Sep 01, 2021 7:30 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 59
Views: 7465

Re: New API Docs website

For some reason loading the factorio website and the new API docs web pages on my phone is really slow. Even when loaded scrolling is really slow.
It's not the newest phone I will admit, but it's fine on other websites like the old Api docs, BBC news, Twitter, etc.
by Muppet9010
Tue Jun 29, 2021 10:00 am
Forum: Modding interface requests
Topic: LuaTrain kill_count and killed_players be writable
Replies: 0
Views: 227

LuaTrain kill_count and killed_players be writable

It would be helpful if the LuaTrain.kill_count and LuaTrain.killed_players attributes were writable like LuaEntity.kills is. I have a mod that manipulates trains and this can lead to the "older" train being removed and losing the kills details with it. I would like to be able to cache thes...
by Muppet9010
Fri Jun 25, 2021 12:59 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 221
Views: 24110

Re: Small documentation improvement requests

The runtime-api.json doesn't include Custom Input Events. I did a search for selected_prototype in the api doc and only usage was as part of the LuaCustomInputPrototype https://lua-api.factorio.com/latest/events.html#Custom%20Input%20Events -> I initially excluded this one on purpose because it doe...
by Muppet9010
Sat Jun 19, 2021 8:54 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 221
Views: 24110

Re: Small documentation improvement requests

The link to Event Filters on the latest API home page is broken. https://lua-api.factorio.com/latest/#Events Capture.PNG -> Like you noted below (comments now deleted to not clutter up the thread), this has been moved to concepts. That particular link was missed somehow though, so thanks. Fixed for...
by Muppet9010
Thu Jun 17, 2021 12:16 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 221
Views: 24110

Re: Small documentation improvement requests

Autoplace specifiation peak documentation doesn't list the dimension attributes specifically, instead as `d_XXX`. This makes any machine reading of the API spec break, as it can't see that `temperature_optimal` is a valid attribute. d_optimal :: double: d is the dimension name; this attribute may o...
by Muppet9010
Thu Jun 10, 2021 6:36 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 221
Views: 24110

Re: Small documentation improvement requests

LuaSurface.can_place_entity() requires inner_name when the the entity you are trying to test place is an "entity-ghost". The docs don't mention it, but you get a missing key error. https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.can_place_entity Looks to be the same usage a...
by Muppet9010
Sun Jan 10, 2021 9:19 pm
Forum: Modding interface requests
Topic: add information to event for fast_replace of entities
Replies: 1
Views: 356

Re: add information to event for fast_replace of entities

+1 Hit a similar sounding scenario where I use simple-entity-with-force as the player interaction entity, and a bunch of mod placed entities and mod global data around them. Have to use the pre_build and match up positions and (hopefully correct) player surface against mod global data to detect a fa...
by Muppet9010
Sun Jan 03, 2021 8:37 pm
Forum: Modding interface requests
Topic: Trees shouldn't regenerate health from 0
Replies: 5
Views: 732

Re: Trees shouldn't regenerate health from 0

This arose as a work around for this other bug: https://forums.factorio.com/viewtopic.php?f=7&t=93880 Basically I have a modded mine that makes everything in its radius inactive and indestructible. But other biters that were trying to path through these would often start attacking trees or playe...

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