Search found 44 matches
- 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: 443
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...
- 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: 443
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...
- 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: 443
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?
- 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: 443
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...
- Mon Feb 12, 2024 8:21 am
- Forum: Fixed for 2.0
- Topic: [1.1.104] Laser turret shoots at out of range target repeatedly doing no damage
- Replies: 1
- Views: 323
[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.
Stripped down save file attached.
Stripped down save file attached.
- 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: 241
[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...
- 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: 411
[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.
- Sun Oct 15, 2023 9:02 am
- Forum: Resolved Requests
- Topic: CircularProjectileCreationSpecification field names are not documented
- Replies: 4
- Views: 526
CircularProjectileCreationSpecification field names are not documented
CircularProjectileCreationSpecification
located at: https://lua-api.factorio.com/latest/con ... cification
does not have its field names documented and shows as this:
located at: https://lua-api.factorio.com/latest/con ... cification
does not have its field names documented and shows as this:
- Wed Sep 27, 2023 8:05 pm
- Forum: Technical Help
- Topic: [1.1.91] game freezing for multiple(20-30) seconds every few seconds
- Replies: 7
- Views: 812
Re: [1.1.91] game freezing for multiple(20-30) seconds every few seconds
I did notice many items are not marked for deconstruction and, watching closely, I can see items being unmarked. Is this a bug?
(watch the center-ish row closely)
(watch the center-ish row closely)
- Wed Sep 27, 2023 6:46 pm
- Forum: Technical Help
- Topic: [1.1.91] game freezing for multiple(20-30) seconds every few seconds
- Replies: 7
- Views: 812
Re: [1.1.91] game freezing for multiple(20-30) seconds every few seconds
Check your delivery cannons. This is Mossgarden.
- Wed Sep 20, 2023 7:51 pm
- Forum: Minor issues
- Topic: [1.1.91] Placing landfill when player is on water causes extra landfill at player location
- Replies: 2
- Views: 419
Re: [1.1.91] Placing landfill when player is on water causes extra landfill at player location
Thanks for the quick response. The issue appeared when using Space Exploration with the Jetpack mod. I used the jetpack to fly over water, landed in the water to save fuel while figuring out exactly where to place the landfill, then had some landfill magically appear at my feet when I started placin...
- Wed Sep 20, 2023 7:07 pm
- Forum: Minor issues
- Topic: [1.1.91] Placing landfill when player is on water causes extra landfill at player location
- Replies: 2
- Views: 419
[1.1.91] Placing landfill when player is on water causes extra landfill at player location
Likely related to https://www.factorio.com/blog/post/fff-346 If the player is standing on water and uses landfill, extra landfill is placed at the player's feet. Reproduce: Teleport player onto water, place landfill on water, see landfill appear at player's position. See attached video: Factorio 1.1...
- Fri May 12, 2023 12:46 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 84051
Re: Documentation Improvement Requests
[1.1.81] https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.request_to_generate_chunks Lists `radius` as a required 2nd parameter, but the function is happy to run with a single `position` parameter and nothing for `radius`. Not sure if that actually does anything or not but the functio...
- Sat Mar 18, 2023 4:22 am
- Forum: Pending
- Topic: [1.1.77] Crash modifying and reloading mods "LuaBinder.hpp:405: obj was not true"
- Replies: 1
- Views: 643
[1.1.77] Crash modifying and reloading mods "LuaBinder.hpp:405: obj was not true"
I was in the middle of modifying a mod when I ran a `/c game.reload_mods()`. The game froze for a second while reloading mods, then ran normally for another half second or so, then crashed. Since I was in the middle of modifying mods, I can't tell you the state of the mods or the game when the crash...
- Fri Mar 17, 2023 3:21 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 84051
Re: Documentation Improvement Requests
[1.1.77] https://lua-api.factorio.com/latest/LuaRendering.html#LuaRendering.get_all_ids https://lua-api.factorio.com/latest/LuaRendering.html#LuaRendering.clear Both need clarification that passing "" as a parameter to mean "level" as per https://forums.factorio.com/viewtopic.ph...
- Wed Mar 08, 2023 10:03 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.77] spill_item_stack doesn't spread items on maps with large width or height
- Replies: 1
- Views: 1531
[boskid][1.1.77] spill_item_stack doesn't spread items on maps with large width or height
/c for _ = 1,100 do game.player.surface.spill_item_stack(game.player.position, {name="empty-barrel", count = 1}, false, nil, false) end Running this command results in a different outcome based on the surface map_gen_settings. If map_gen_settings.width or map_gen_settings.height >= 2^31 t...
- Fri Feb 17, 2023 4:23 am
- Forum: Bug Reports
- Topic: [1.1.76] Boiler with no output pipe connections face north when flipped
- Replies: 0
- Views: 545
[1.1.76] Boiler with no output pipe connections face north when flipped
Boilers which have their prototype `.output_fluid_box.pipe_connections = {}`, when flipped either horizontally or vertically, end up facing north. Simplest way to see this is to add this to the data stage: data.raw["boiler"]["boiler"].output_fluid_box.pipe_connections = {}` Then ...
- Thu Feb 16, 2023 7:09 pm
- Forum: Won't fix.
- Topic: [1.1.76] Memory leak when iterating UTF-8 character set
- Replies: 8
- Views: 2548
Re: [1.1.76] Memory leak when iterating UTF-8 character set
I am kind of surprised you are able to determine width of text from LUA, as it sound like potential source of desyncs. Width of text depends on font used and font used depends on language settings. I'm able to get width by putting text into a `.gui.screen` label, call `.force_auto_center()`, wait a...
- Thu Feb 16, 2023 4:11 am
- Forum: Won't fix.
- Topic: [1.1.76] Memory leak when iterating UTF-8 character set
- Replies: 8
- Views: 2548
Re: [1.1.76] Memory leak when iterating UTF-8 character set
Could you elaborate? Isn't the code in the first post "on the fly" (minus the fancy loop)? rendering.draw_text doesn't give the width of the resulting element. But its possible to get what the width should be by putting that text into a gui label. The problem with a label is that it takes...
- Wed Feb 15, 2023 8:13 pm
- Forum: Won't fix.
- Topic: [1.1.76] Memory leak when iterating UTF-8 character set
- Replies: 8
- Views: 2548
Re: [1.1.76] Memory leak when iterating UTF-8 character set
I'm using a nVidia GTX 1080 with 8GB of memory. I tried enabling crash logging but it seems this is unhandled so it doesn't generate a crash log to send, it just pops up an error box "Failed to create a texture". Why I'm doing it is that I'm trying to create a LuaRendering.draw_text equiva...