Search found 31 matches
- 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: 136
[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: Modding interface requests
- Topic: Documentation Improvement Requests
- Replies: 331
- Views: 51166
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: 612
[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: 169
[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: 772
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: 772
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: 772
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...
- Wed Feb 15, 2023 8:30 am
- Forum: Won't fix.
- Topic: [1.1.76] Memory leak when iterating UTF-8 character set
- Replies: 8
- Views: 772
[1.1.76] Memory leak when iterating UTF-8 character set
When iterating over the UTF-8 character set and sending those characters to be displayed in a label, the game will slow down and eventually crash. I am specifically NOT creating new frames or labels while doing this, I'm just changing `label.caption` repeatedly. I would expect the video memory to be...
- Tue Jan 17, 2023 6:39 am
- Forum: Modding interface requests
- Topic: Documentation Improvement Requests
- Replies: 331
- Views: 51166
Re: Documentation Improvement Requests
[1.1.76] https://lua-api.factorio.com/latest/Data-Lifecycle.html Some (but not all) of the highlighted `global` references link back to the API docs for global. No other highlighted references are linked and not all `global`s are linked. eg. The following sections about the individual steps presupp...
- Wed Dec 21, 2022 7:50 am
- Forum: Not a bug
- Topic: [1.1.74] No upper limit to UI scale when using hotkeys
- Replies: 1
- Views: 219
[1.1.74] No upper limit to UI scale when using hotkeys
Normally in the settings -> interface -> UI scale, the max allowed to be set is 250%. However, using the default keybind ctrl-+ does not limit the amount of increase in UI scale that can be applied - it can be increased indefinitely. (Note that decreasing UI scale DOES have the limit matching the se...
- Sun Nov 20, 2022 6:02 am
- Forum: Modding interface requests
- Topic: Documentation Improvement Requests
- Replies: 331
- Views: 51166
Re: Documentation Improvement Requests
https://lua-api.factorio.com/latest/Lua ... n_settings
n...These can be modified to after surface generation,...
-> Thanks, fixed for 1.1.79.
- Fri Nov 18, 2022 6:20 am
- Forum: Duplicates
- Topic: [1.1.72] rounding error with create_entity{position}
- Replies: 3
- Views: 337
Re: [1.1.72] rounding error with create_entity{position}
I don't really have a good solution. For symmetry, it would be best to round MapPosition towards 0 then split the tile giving a mapping [1,2) -> 1.5 [0,1) -> 0.5 (-1, 0) -> -0.5 (-2, -1] -> -1.5 But that means iterating across 0 (eg, -2, -1, 0, 1, 2) would skip the mapping to -0.5. If instead the Ma...
- Thu Nov 17, 2022 10:57 pm
- Forum: Duplicates
- Topic: [1.1.72] rounding error with create_entity{position}
- Replies: 3
- Views: 337
[1.1.72] rounding error with create_entity{position}
When calling `create_entity`, negative positions are rounded differently than positive positions. Any negative fraction less than 1/256 is rounded but positive numbers are just truncated. Examples creating assembly machines: `/c game.player.surface.create_entity({name="assembling-machine-1"...
- Fri Oct 21, 2022 12:22 am
- Forum: Fixed for 1.2
- Topic: [Klonan] [1.1.70] Shortcuts menu stays widened after UI rescale
- Replies: 1
- Views: 476
[Klonan] [1.1.70] Shortcuts menu stays widened after UI rescale
The shortcuts menu adjusts size based on UI scale, but upon setting the scale lower, the menu does not shrink correctly. Picture worth 1000 words... Start of game, UI scale set to 125%, shortcut bar rows set to 3. Looks and works as expected: shortcut 1.png Change UI scale to 250%. Again, looks and ...
- Fri Oct 07, 2022 6:34 am
- Forum: Modding interface requests
- Topic: Documentation Improvement Requests
- Replies: 331
- Views: 51166
Re: Small documentation improvement requests
LuaPlayer.can_place_entity
[quote]Checks if this player can build the give entity at the given location on the surface the player is on.[/quote]
"give" should be "given"
-> Appreciated, fixed for 1.1.71.
- Thu Sep 29, 2022 8:01 am
- Forum: Modding interface requests
- Topic: Documentation Improvement Requests
- Replies: 331
- Views: 51166
Re: Small documentation improvement requests
[1.1.69] The following are documented as `optional = false` when they are in fact optional and can cause errors when accessed by some objects. `LuaEquipmentPrototype.logistic_parameters` (only applies to RoboportEquipment) `LuaEquipmentPrototype.movement_bonus` (only applies to MovementBonusEquipme...
- Tue Sep 20, 2022 8:30 am
- Forum: Bug Reports
- Topic: [1.1.69] Red strikethrough when deleting mod without dependency
- Replies: 3
- Views: 458
Re: [1.1.69] Red strikethrough when deleting mod without dependency
The strikethrough is normally grey when deleting disabled mods. It only shows red in cases where a dependency is not met which makes little sense in the context of marking a mod for deletion.
- Mon Sep 19, 2022 9:03 pm
- Forum: Bug Reports
- Topic: [1.1.69] Red strikethrough when deleting mod without dependency
- Replies: 3
- Views: 458
[1.1.69] Red strikethrough when deleting mod without dependency
When a mod doesn't have a dependency met and is disabled, when deleting it, the name is greyed out due to being disabled (as expected), but a red strikethrough is placed over it which is a bit confusing as to what it is indicating. Normally, the strikethrough is grey when deleting a disabled mod, it...
- Sat Sep 10, 2022 6:55 pm
- Forum: Not a bug
- Topic: Minimize on alt tab and GUIs
- Replies: 4
- Views: 473
Re: Minimize on alt tab and GUIs
Changing resolution causes any of Factorio's center GUIs to reset back to center. With that setting enabled, when alt-tabbing out, the Factorio window is converted back to a window from full screen, then minimized. That conversion causes a resolution change which causes Factorio to reset its GUIs. F...
- Fri Aug 26, 2022 5:09 am
- Forum: Not a bug
- Topic: [1.1.68] New blueprints clear filters on set_blueprint_X()
- Replies: 1
- Views: 400
[1.1.68] New blueprints clear filters on set_blueprint_X()
While making a new blueprint, with the blueprint GUI up with a blueprint containing tiles, enable the tiles filter on the left. Then use (seemingly) any of the set_blueprint_X(...) functions and it will reset all the filter checkboxes on the left. This is my basic blueprint: bp1.png I then run the c...