Search found 57 matches

by BurninSun
Fri Nov 15, 2024 11:13 pm
Forum: Duplicates
Topic: [2.0.19] Fluids flowing in electromagnetic plant without any connections
Replies: 1
Views: 117

[2.0.19] Fluids flowing in electromagnetic plant without any connections

I have an electromagnetic plant on Aquilo that, when crafting, appears to dump its output fluid and refill its input fluid even though there is no connections in or out of the machine. Where is it getting these fluids from? Save and video attached.
by BurninSun
Mon Nov 11, 2024 9:28 am
Forum: Duplicates
Topic: [2.0.16] Asteroids suddenly have a new orientation
Replies: 1
Views: 226

[2.0.16] Asteroids suddenly have a new orientation

All asteroids on screen suddenly pop to a new orientation. Save attached. Problem happens 1-2 second after loading save.
Video: Save:
asteroid flicker.zip
(24.39 MiB) Downloaded 19 times
by BurninSun
Mon Nov 04, 2024 7:16 am
Forum: Resolved Problems and Bugs
Topic: [2.0.14] Crusher recipe order strings and set recipe
Replies: 2
Views: 670

[2.0.14] Crusher recipe order strings and set recipe

Crushers have recipes in the following order: 11-03-2024, 23-09-27.png The problem is when using a circuit condition to set recipe, the signal sent chooses the first recipe using that item. When only basic crushing is unlocked, this is fine. Whichever asteroid chunk signal is sent in results in the ...
by BurninSun
Thu Oct 31, 2024 11:40 pm
Forum: Duplicates
Topic: [2.0.13] Weird autoplacement when crossing underneathies
Replies: 1
Views: 173

[2.0.13] Weird autoplacement when crossing underneathies

Dragging the vertical belt downward shifts the horizontal facing belt underneathies down by 1 tile in this one specific scenario. See attached screenshots and note that the horizontal facing underneathies have changed position. Save also attached. Just drag the vertical belt downward to see it happe...
by BurninSun
Sun Oct 20, 2024 6:14 am
Forum: Resolved Requests
Topic: [2.0.6] Changelog says Removed LuaGuiElement discrete_slider?
Replies: 1
Views: 156

[2.0.6] Changelog says Removed LuaGuiElement discrete_slider?

Changelog line under Scripting: - Removed LuaGuiElement::get_slider_discrete_slider(), set_slider_discrete_slider(), and discrete_slider. While get/set_slider_discrete_slider() were removed, what is the "...and discrete_slider" referencing? LuaGuiElement of type slider can still be made wi...
by BurninSun
Sat Oct 19, 2024 7:48 am
Forum: Won't implement
Topic: [2.0.6] Global LuaForce get_*_statistics
Replies: 3
Views: 271

[2.0.6] Global LuaForce get_*_statistics

LuaForce had attributes changed to methods for get_item_production_statistics, get_fluid_production_statics, get_kill_count_statistics, and get_entity_build_count_statistics so that they now take a surface as a parameter and return relevant LuaFlowStatistics for that surface only. I'm requesting tha...
by BurninSun
Sat Oct 19, 2024 6:10 am
Forum: Resolved Problems and Bugs
Topic: [Bilka] [2.0.6] Typo in steam achievement
Replies: 2
Views: 270

[Bilka] [2.0.6] Typo in steam achievement

10-18-2024, 23-08-38.png
10-18-2024, 23-08-38.png (11.76 KiB) Viewed 270 times
that should be

Code: Select all

'til
shortened version of

Code: Select all

until

Edit: this is also the only achievement whose description doesn't end in a period.
by BurninSun
Fri Oct 18, 2024 8:27 am
Forum: Resolved Problems and Bugs
Topic: [2.0.5] Error message lacking pluralization
Replies: 1
Views: 180

[2.0.5] Error message lacking pluralization

`/c game.player.character.damage(1, 2, 3, 4, 5)`
results in:
10-18-2024, 01-26-55.png
10-18-2024, 01-26-55.png (52.57 KiB) Viewed 180 times
The underline should be "arguments" with an 's'
by BurninSun
Fri Oct 18, 2024 8:19 am
Forum: Resolved Requests
Topic: [2.0.5] Entity damage has weird parameters
Replies: 1
Views: 151

[2.0.5] Entity damage has weird parameters

/doc-html/classes/LuaEntity.html#damage 10-18-2024, 01-09-42.png This indicates type is optional and has a default, yet can't be nil? I'm assuming this was intended to make `type` optional in the parameter list though it is somewhat unclear on that. Also if type is optional, the following should sti...
by BurninSun
Thu Oct 17, 2024 10:20 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.5] Open feedback form still has a control setting
Replies: 1
Views: 193

[boskid][2.0.5] Open feedback form still has a control setting

The Open feedback form keybinding is still in game even though the feedback form itself has been removed. The keybinding should be removed as well.
10-17-2024, 15-19-23.png
10-17-2024, 15-19-23.png (5.36 MiB) Viewed 193 times
by BurninSun
Mon Aug 05, 2024 1:32 am
Forum: Resolved Requests
Topic: LuaEntity.update_connections typo
Replies: 1
Views: 311

LuaEntity.update_connections typo

https://lua-api.factorio.com/1.1.109/cl ... onnections
"loose" should be "lose"
Screen Shot 2024-08-04 at 18.31.03.png
Screen Shot 2024-08-04 at 18.31.03.png (13.15 KiB) Viewed 311 times
by BurninSun
Fri Aug 02, 2024 8:20 am
Forum: Not a bug
Topic: [1.1.109] show-recently-played-sound-info debug option shows in camera frame
Replies: 1
Views: 301

[1.1.109] show-recently-played-sound-info debug option shows in camera frame

With the debug setting `show-recently-played-sound-info` enabled, the debug text shows in camera UI frames as well as the main view. See screenshot (this is with space explorations preview frame on a space elevator which is a UI frame of type "camera".)
debug info.png
debug info.png (4.2 MiB) Viewed 301 times
by BurninSun
Thu May 02, 2024 1:27 am
Forum: Minor issues
Topic: [1.1.107] Crash with recursed concatenation of localisation strings
Replies: 1
Views: 421

[1.1.107] Crash with recursed concatenation of localisation strings

Code: Select all

/c local t = {""} t[2] = t game.print(t)
This code tries to recursively localize {"", {"", {"", {"", {"",....}}}}} eventually crashing due to stack overflow.

How to handle it (if at all) is left as an exercise for the developer.
by BurninSun
Thu Feb 22, 2024 2:36 am
Forum: Modding interface requests
Topic: Add events for `remote.add_interface` and `remote.remove_interface`
Replies: 7
Views: 940

Re: Add events for `remote.add_interface` and `remote.remove_interface`

In the context of the problem you are trying to solve, it's a suboptimal solution. You have to set up caches that you need to keep updated, handle events and so on. As opposed to simply having the game do what it already has to do to call the function in the first place. Some remote calls are gener...
by BurninSun
Mon Feb 19, 2024 10:54 pm
Forum: Modding interface requests
Topic: Add events for `remote.add_interface` and `remote.remove_interface`
Replies: 7
Views: 940

Re: Add events for `remote.add_interface` and `remote.remove_interface`

Restricting usage during on_init and similar would also work, but that is not a system that the engine currently does. Creating that system and explaining it to the modders would be a big undertaking for such a rarely used feature. LuaRemote::try_call would work similar to pcall(remote.call, "i...
by BurninSun
Mon Feb 19, 2024 10:22 am
Forum: Modding interface requests
Topic: Add events for `remote.add_interface` and `remote.remove_interface`
Replies: 7
Views: 940

Re: Add events for `remote.add_interface` and `remote.remove_interface`

While I agree with your sentiment, the fact is that interfaces can be added and removed on the fly. So do we just call it and hope another mod hasn't removed their interface then take the bug reports if it has?
by BurninSun
Mon Feb 19, 2024 3:21 am
Forum: Modding interface requests
Topic: Add events for `remote.add_interface` and `remote.remove_interface`
Replies: 7
Views: 940

Add events for `remote.add_interface` and `remote.remove_interface`

Currently, if I want to call a remote interface, I have to do something similar to if remote.interfaces["iface"] and remote.interfaces["iface"]["ifunc"] then local ret = remote.call("iface", "ifunc", myargs) dostuff(ret) end Every call to `remote.int...
by BurninSun
Mon Feb 12, 2024 8:21 am
Forum: Resolved Problems and Bugs
Topic: [1.1.104] Laser turret shoots at out of range target repeatedly doing no damage
Replies: 1
Views: 508

[1.1.104] Laser turret shoots at out of range target repeatedly doing no damage

Laser turrets will shoot at targets that are slightly out of range and do no damage to them, resulting in the turret repeatedly toggling its fire. It should either not fire, or apply the damage.
laser.png
laser.png (551.36 KiB) Viewed 508 times
Stripped down save file attached.
Broken laser.zip
(10.22 MiB) Downloaded 34 times
by BurninSun
Mon Feb 05, 2024 9:49 am
Forum: Won't fix.
Topic: [1.1.104] LuaMapSettings and LuaDifficultySettings have `help` as a string, not a function
Replies: 1
Views: 492

[1.1.104] LuaMapSettings and LuaDifficultySettings have `help` as a string, not a function

It seems every Lua object has a .help function which, when called, returns a string displaying the names of its methods and attributes. The Lua objects LuaMapSettings and LuaDifficultySettings have .help defined not as a function but as the string itself containing that information. Those should lik...
by BurninSun
Thu Oct 26, 2023 11:39 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.94] Debug option show-train-repathing shows on other surfaces
Replies: 1
Views: 593

[1.1.94] Debug option show-train-repathing shows on other surfaces

When I go into the F4 settings menu and enable 'show-train-repathing' debug option, I see the "Repathed" debug message pop up due to trains repathing on Nauvis even when I'm viewing another surface.

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