Search found 278 matches
- 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: 278
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...
- Fri Dec 29, 2023 7:32 pm
- Forum: Documentation Improvement Requests
- Topic: New Game and Migration Scripts in Data Lifecycle
- Replies: 1
- Views: 546
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...
- Sun Oct 29, 2023 2:47 pm
- Forum: Resolved Requests
- Topic: Animation `layers` field should be optional.
- Replies: 1
- Views: 469
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
The example on the page confirms this in addition to my working code.
https://lua-api.factorio.com/latest/typ ... tml#layers
- Sat Oct 28, 2023 11:46 pm
- Forum: Resolved Requests
- Topic: Prototype LightDefinition listed `picture` as mandatory
- Replies: 1
- Views: 466
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.
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.
- Thu Oct 26, 2023 9:02 am
- Forum: Resolved Requests
- Topic: EntityWithHealthPrototype resistances field is a singular rather than array?
- Replies: 4
- Views: 720
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.
- Wed Oct 25, 2023 9:52 pm
- Forum: Resolved Requests
- Topic: EntityWithHealthPrototype resistances field is a singular rather than array?
- Replies: 4
- Views: 720
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...
- 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: 560
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...
- Sun Oct 08, 2023 6:33 pm
- Forum: Resolved Requests
- Topic: Prototype MinableProperties has some optional fields not marked as such
- Replies: 1
- Views: 430
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...
- Thu Apr 20, 2023 10:15 am
- Forum: Releases
- Topic: Version 1.1.81
- Replies: 8
- Views: 12534
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.
Seeing `fresh mods of the last month` category, I would like to be able to expand it and see more than just 5.
- Sat Jan 14, 2023 2:26 pm
- Forum: Ideas and Suggestions
- Topic: Notifications System
- Replies: 37
- Views: 15178
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
- Fri Jan 13, 2023 9:09 pm
- Forum: Ideas and Suggestions
- Topic: Notifications System
- Replies: 37
- Views: 15178
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
I appreciate these are per map and not global, so would be like the map overlay toggles.
https://wiki.factorio.com/Alerts
- Sat Dec 24, 2022 11:10 pm
- Forum: Mod portal Discussion
- Topic: The Factorio Version Selector dropdown has bad styling
- Replies: 0
- Views: 746
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.
On current release of Google Chrome: Version 108.0.5359.125 (Official Build) (64-bit)
Another user has confirmed they see the same issue.
On current release of Google Chrome: Version 108.0.5359.125 (Official Build) (64-bit)
Another user has confirmed they see the same issue.
- Sat Dec 03, 2022 6:24 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 418
- Views: 266623
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...
- 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: 2137
[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...
- 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: 931
[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....
- Thu Nov 17, 2022 8:30 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 96333
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...
- Sat Nov 05, 2022 12:35 pm
- Forum: Fixed for 2.0
- Topic: [1.1.70] Single water tile edging weird on border of 2 land tiles
- Replies: 1
- Views: 993
[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.
Save with issue demonstrated:
Save with issue demonstrated:
- Thu Nov 03, 2022 10:50 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 96333
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....
- Wed Nov 02, 2022 12:25 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 96333
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...
- Fri Oct 14, 2022 11:21 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 96333
Re: Small documentation improvement requests
LuaEntity.damage() says that the type and dealer are optional. However, if you actually provide nil to either of these you get an error. They are optional in the sense that you don't have to provide those arguments. This means to provide a dealer argument value you have to provide a type argument v...