It's me again ya boy
as a character controller:
game.player.get_inventory(defines.inventory.god_quickbar).insert("steel-plate") -- inserts into player main
game.player.get_inventory(defines.inventory.god_main).insert("steel-plate") -- inserts into player quickbar
game.print(game.player.get ...
Search found 6 matches
- Thu Jun 21, 2018 9:11 pm
- Forum: Not a bug
- Topic: [0.16.51] god quickbar maps to player main and vice versa
- Replies: 1
- Views: 928
- Sat May 26, 2018 8:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.45] LuaPlayer::build_from_cursor throws an error
- Replies: 1
- Views: 2630
[0.16.45] LuaPlayer::build_from_cursor throws an error
It's me again, ya boy
from http://lua-api.factorio.com/0.16.45/LuaPlayer.html#LuaPlayer.build_from_cursor
- Start a freeplay game
- Put the furnace in your cursor stack
- Invoke "/c game.player.build_from_cursor{position={3,3}}"
- Prints "Cannot execute command. Error: attempt to index a boolean ...
from http://lua-api.factorio.com/0.16.45/LuaPlayer.html#LuaPlayer.build_from_cursor
- Start a freeplay game
- Put the furnace in your cursor stack
- Invoke "/c game.player.build_from_cursor{position={3,3}}"
- Prints "Cannot execute command. Error: attempt to index a boolean ...
- Sun May 20, 2018 5:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.43] LuaPlayer::ticks_to_respawn reads in seconds
- Replies: 1
- Views: 2355
[0.16.43] LuaPlayer::ticks_to_respawn reads in seconds
http://lua-api.factorio.com/0.16.43/Lua ... to_respawn
A tiny inconsistency in the docs. Writing this field sets the respawn timer in ticks, while reading it returns the time to respawn in seconds which isn't documented.
I love this game keep being awesome![Smile :)](./images/smilies/icon_e_smile.gif)
A tiny inconsistency in the docs. Writing this field sets the respawn timer in ticks, while reading it returns the time to respawn in seconds which isn't documented.
I love this game keep being awesome
![Smile :)](./images/smilies/icon_e_smile.gif)
- Thu May 03, 2018 4:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [for 0.17] [0.16.39] Serpent bug, fix inside
- Replies: 2
- Views: 1712
Re: [0.16.39] Serpent bug, fix inside
Just FYI though: avoid using tables as keys since it's a bad idea anyway.
Thanks for the advice, I'm using tables as keys in a couple places where I don't need to, I'll change that. Could you explain why exactly? I imagine it causes desyncs because each client allocates the table at a different ...
Thanks for the advice, I'm using tables as keys in a couple places where I don't need to, I'll change that. Could you explain why exactly? I imagine it causes desyncs because each client allocates the table at a different ...
- Tue May 01, 2018 8:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [for 0.17] [0.16.39] Serpent bug, fix inside
- Replies: 2
- Views: 1712
[Rseding91] [for 0.17] [0.16.39] Serpent bug, fix inside
TL;DR: Update serpent from version 0.30 to verison 0.302 to apply the following patch:
https://github.com/pkulchenko/serpent/commit/ecf3b48c83e6d1ac3923d46f038ca00ba4ea53f1#diff-a8656a22388196c82ca9eca5afe08b91
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Oh man this bug was hard to track down. In my mod a random table object deep ...
https://github.com/pkulchenko/serpent/commit/ecf3b48c83e6d1ac3923d46f038ca00ba4ea53f1#diff-a8656a22388196c82ca9eca5afe08b91
---------
Oh man this bug was hard to track down. In my mod a random table object deep ...
- Fri Mar 02, 2018 5:16 am
- Forum: Resolved Problems and Bugs
- Topic: [16.27] Crash when creating beam entity with bad arguments
- Replies: 1
- Views: 2578
[16.27] Crash when creating beam entity with bad arguments
What did you do?
Install this indevelopment mod, it's been changed to easily reproduce the crash. Start a new game with all default settings. At tick 100 two entities will be scripted to spawn at position {0,0}. Mouse over one of the entities and the mod will call surface.create_entity{name ...
Install this indevelopment mod, it's been changed to easily reproduce the crash. Start a new game with all default settings. At tick 100 two entities will be scripted to spawn at position {0,0}. Mouse over one of the entities and the mod will call surface.create_entity{name ...