Search found 218 matches
- Fri Nov 04, 2022 12:30 pm
- Forum: Modding interface requests
- Topic: API Docs Visual Refresh
- Replies: 5
- Views: 436
API Docs Visual Refresh
Hello everyone, we’ve been working on a design refresh of the API docs . There were a couple of big and many small problems that we wanted to address to improve readability and usability. The functionality and content stayed mostly the same, this was mainly about presentation. The redesign was also ...
- Sat Aug 27, 2022 4:17 pm
- Forum: PyMods
- Topic: "hidden-beacon" not marked as hidden
- Replies: 2
- Views: 513
Re: "hidden-beacon" not marked as hidden
Ah yeah I was looking at the mod portal ones, great news then, thanks!
- Wed Aug 24, 2022 2:27 pm
- Forum: PyMods
- Topic: "hidden-beacon" not marked as hidden
- Replies: 2
- Views: 513
"hidden-beacon" not marked as hidden
Hi there, I just noticed that one of your mods (not sure which one) adds a beacon called "hidden-beacon", presumably for some module effects shenanigans. The entity prototype for it is however not marked as hidden, which makes it hard for my mod (https://mods.factorio.com/mod/factoryplanne...
- Mon Jul 25, 2022 12:22 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 12600
Re: New API Docs website
Something else, when exploring the API docs site from a phone, it’s difficult to find anything because there is no search field like on desktops. URL appears to be the same, and using the “Request desktop site” feature from my phone appears to make no difference, so I assume this is an automatic fo...
- Tue Jul 12, 2022 10:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Therenas][1.1.61] LuaInventory.set_filter() API Doc param error
- Replies: 1
- Views: 431
Re: [Therenas][1.1.61] LuaInventory.set_filter() API Doc param error
So this is a bit of a weird case, as the second parameter is not actually optional. It always needs to be there, but it can be 'nil'. This kind of API design pattern isn't used a lot in the API, but in some places it is. I updated the docs to show the type as 'string or nil' for the next release, wh...
- Wed May 04, 2022 10:13 am
- Forum: Releases
- Topic: Version 1.1.58
- Replies: 19
- Views: 10743
- Wed May 04, 2022 10:01 am
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 12600
Re: New API Docs website
On the main page (https://lua-api.factorio.com/latest/index.html) the Classes header isn't clickable, but the Events header further down the page is. Capture.PNG There is the Classes page that I assume the header should link to: https://lua-api.factorio.com/latest/Classes.html You are absolutely ri...
- Sun Jan 23, 2022 10:36 am
- Forum: Modding interface requests
- Topic: Documentation Improvement Requests
- Replies: 328
- Views: 47379
Re: Small documentation improvement requests
I just wanted to make a quick note on all the Position conversation: I agree that it's all a pretty big mess at the moment. The fundamental issue is that read and write have to have the same type in the docs, even when they don't behave the same, so you end up with confusing concepts that try to en...
- Wed Nov 03, 2021 7:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.45] Crash when visiting locomotive page in prototype explorer
- Replies: 7
- Views: 2438
Re: [1.1.45] Crash when visiting locomotive page in prototype explorer
Can confirm, crashes for me too, macos log attached.
- Fri Oct 22, 2021 7:22 am
- Forum: Modding interface requests
- Topic: Documentation Improvement Requests
- Replies: 328
- Views: 47379
Re: Small documentation improvement requests
Silari is right in this case, I actually put that x/y line there myself pretty recently. The whole situation isn't great, it's on my list to come up with a better solution to it, but the underlying issue is that it's just inconsistently implemented in the APIs, sometimes it's one way, sometimes the ...
- Wed Sep 15, 2021 9:44 am
- Forum: Mods
- Topic: [MOD 0.10.x] Trailer Mod
- Replies: 15
- Views: 17417
Re: [MOD 0.10.x] Trailer Mod
I attached the mod to this message for those that are interested. The script likely won't run though since it uses some non-release API calls. But the map should be able to be migrated step by step to a recent release.
- Wed Sep 08, 2021 7:43 am
- Forum: Mods
- Topic: [MOD 0.17+] Factory Planner
- Replies: 2
- Views: 1189
Re: [MOD 0.17+] Factory Planner
Hi, thanks for the very detailed report, appreciate it! I‘ll try to have a look soon.
Edit: I fixed this bug, more info on the mod portal.
Edit: I fixed this bug, more info on the mod portal.
- Sat Aug 21, 2021 6:26 pm
- Forum: Implemented mod requests
- Topic: [Doc] JSON version of lua-api documentation
- Replies: 12
- Views: 2877
Re: [Doc] JSON version of lua-api documentation
That is great! Unfortunately not retroactive, but awesome fo the future. Can we have such a json output for prototype definitions as well (even though they are only in the wiki and mostly manually updated)? I'd have liked to make it work retroactively, but unfortunately getting this to work well re...
- Fri Aug 20, 2021 1:05 pm
- Forum: Implemented mod requests
- Topic: [Doc] JSON version of lua-api documentation
- Replies: 12
- Views: 2877
Re: [Doc] JSON version of lua-api documentation
This is a thing now!
- Mon Jul 05, 2021 11:01 am
- Forum: Modding discussion
- Topic: LuaSurface.request_path documentation
- Replies: 7
- Views: 1076
Re: LuaSurface.request_path documentation
Appreciate all the feedback, I'll change the method description to lay out these nuances.
- Wed Jun 16, 2021 4:56 pm
- Forum: Releases
- Topic: Version 1.1.35
- Replies: 13
- Views: 20467
Re: Version 1.1.35
Added a machine-readable JSON format of the runtime documentation, which can be used by developer tools to provide code completion and related functionality. is this json schema and where can I find it so I can use it as a linter! Information about it can be found here , and support for code comple...
- Fri Jun 04, 2021 6:44 am
- Forum: Modding discussion
- Topic: LuaEntity::get_recipe() subclasses
- Replies: 6
- Views: 1288
Re: LuaEntity::get_recipe() subclasses
You're right, probably best to be explicit. Fixed for the next release.
The whole 'Can only be used if' system is kind of bad in general though, it's due for a re-do at some point I feel like.
The whole 'Can only be used if' system is kind of bad in general though, it's due for a re-do at some point I feel like.
- Fri Jun 04, 2021 6:28 am
- Forum: Modding discussion
- Topic: LuaEntity::get_recipe() subclasses
- Replies: 6
- Views: 1288
Re: LuaEntity::get_recipe() subclasses
Doesn't CraftingMachine already imply that?
- Fri Jun 04, 2021 6:01 am
- Forum: Modding discussion
- Topic: LuaEntity::get_recipe() subclasses
- Replies: 6
- Views: 1288
LuaEntity::get_recipe() subclasses
https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.get_recipe Works on a ghost of a crafting machine. Not sure if it is intentional or not (there is no other obvious way to check the recipe on a ghost), but it works. get_recipe() and previous_recipe don't do anything on a blueprint of a f...
- Fri May 21, 2021 12:29 pm
- Forum: Modding help
- Topic: What is the difference between discrete_slider and discrete_values in a LuaGuiElement slider?
- Replies: 4
- Views: 841