Search found 59 matches

by BurninSun
Thu Dec 12, 2024 12:02 am
Forum: Resolved Requests
Topic: [2.0.22] LuaPlayer open_map, zoom_to_world, close_map
Replies: 3
Views: 258

[2.0.24] LuaPlayer.RenderMode examples no longer available

https://lua-api.factorio.com/latest/classes/LuaPlayer.html#render_mode

The render mode of the player, like map or zoom to world. The render mode can be set using LuaPlayer::open_map , LuaPlayer::zoom_to_world and LuaPlayer::close_map .

LuaPlayer::open_map, ::zoom_to_world and ::close_map were ...
by BurninSun
Sun Dec 01, 2024 10:15 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.23] Player's logistic network map overlay moves when paused
Replies: 1
Views: 626

[Rseding91] [2.0.23] Player's logistic network map overlay moves when paused

In the map view with logistic networks display enabled and the player has a personal roboport equipped, there is a green square around the player showing the player's local logistic network. When the game is paused, that green square moves to the middle of the map view regardless of where the player ...
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: 206

[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: 360

[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 28 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: 1795

[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: 348

[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 ...
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: 267

[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 with ...
by BurninSun
Sat Oct 19, 2024 7:48 am
Forum: Won't implement
Topic: [2.0.6] Global LuaForce get_*_statistics
Replies: 3
Views: 553

[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 ...
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: 366

[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 366 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: 267

[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 267 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: 260

[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 ...
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: 290

[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 290 times
by BurninSun
Mon Aug 05, 2024 1:32 am
Forum: Resolved Requests
Topic: LuaEntity.update_connections typo
Replies: 1
Views: 435

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 435 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: 437

[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 437 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: 500

[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: 1211

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 ...
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: 1211

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, "iface ...
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: 1211

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: 1211

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.interfaces` requires the engine to create a ...
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: 612

[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 612 times
Stripped down save file attached.
Broken laser.zip
(10.22 MiB) Downloaded 43 times

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