Search found 1024 matches

by Honktown
Wed Feb 28, 2024 2:35 am
Forum: Pending
Topic: [1.1.104] odd graphic glitch with offsource pump
Replies: 2
Views: 182

Re: [1.1.104] odd graphic glitch with offsource pump

Here's also the first bit of my log with hardware (and legacy'd windows 7) After checking the map size again, it's happening at lower sizes... 512x512 exactly. Sometimes it would double-blink (a single double-blink) when increasing the map dimensions while beneath the "threshold", but not ...
by Honktown
Wed Feb 28, 2024 2:31 am
Forum: Pending
Topic: [1.1.104] odd graphic glitch with offsource pump
Replies: 2
Views: 182

[1.1.104] odd graphic glitch with offsource pump

Two images: other_frames.jpg extra_shadow.jpg I thought I was having an odd issue of the *second* image being a bug, but after placing more offshore pumps, it seems the first was the error, and the second is what I'm supposed to be seeing. 2024-02-27 20-49-18.mp4 A save file: weird_only_base.zip I w...
by Honktown
Wed Feb 07, 2024 12:35 am
Forum: Documentation Improvement Requests
Topic: About writing nil, explicitly, in "opened"
Replies: 0
Views: 91

About writing nil, explicitly, in "opened"

player.opened = nil is how to close a gui, but I believe it's not present, or at least, stated well, in the description of opened: https://lua-api.factorio.com/1.1.102/classes/LuaControl.html#opened "If this attribute is not nil, and a new GUI is written to it, the existing one will be asked to...
by Honktown
Thu Dec 14, 2023 4:56 am
Forum: Not a bug
Topic: [1.1.100] A generator's max_temperature isn't updated properly (and maybe others)
Replies: 3
Views: 517

Re: [1.1.100] A generator's max_temperature isn't updated properly (and maybe others)

Some entities cannot have their fluidbox filter set, notably fluid wagons and crafting machines. Might there be room for "updating" existing entities fluidboxes, for the kinds that can't change? As far as I'm aware, a generator doesn't make sense as something configurable at runtime... an...
by Honktown
Wed Dec 13, 2023 5:34 am
Forum: Not a bug
Topic: [1.1.100] A generator's max_temperature isn't updated properly (and maybe others)
Replies: 3
Views: 517

Re: [1.1.100] A generator's max_temperature isn't updated properly (and maybe others)

By "maybe others" I meant possibly other properties, though maybe this applies to other entities too, if they have a filtered fluidbox.
by Honktown
Wed Dec 13, 2023 5:20 am
Forum: Not a bug
Topic: [1.1.100] A generator's max_temperature isn't updated properly (and maybe others)
Replies: 3
Views: 517

[1.1.100] A generator's max_temperature isn't updated properly (and maybe others)

The default max temperature of a filtered fluidbox seems to be taken from the fluid's max temperature, except that if the max temperature is increased (changed at all?) the max temperature of the fluidbox for existing entities on the ground isn't updated. Picture of situation: fluidboxes.jpg Simple ...
by Honktown
Sun Dec 10, 2023 10:39 pm
Forum: Resolved Requests
Topic: LuaSurface.find_entity talks about "type"
Replies: 1
Views: 262

LuaSurface.find_entity talks about "type"

https://lua-api.factorio.com/1.1.100/classes/LuaSurface.html#find_entity Find an entity of the given type at the given position. ... Find an entity of the given type at the given position. This checks both the exact position and the bounding box of the entity. It should say name, as that is by what ...
by Honktown
Tue Nov 28, 2023 1:43 am
Forum: Resolved Requests
Topic: LuaGuiElement.select() uses a reserved keyword
Replies: 2
Views: 358

Re: LuaGuiElement.select() uses a reserved keyword

Example, borrowed from someone else:
caution.png
caution.png (12.2 KiB) Viewed 357 times
by Honktown
Tue Nov 28, 2023 1:35 am
Forum: Resolved Requests
Topic: LuaGuiElement.select() uses a reserved keyword
Replies: 2
Views: 358

LuaGuiElement.select() uses a reserved keyword

LuaGuiElement.select(start, end), in terms of Lua, creates an illegal identifier (end being a reserved keyword). Since it isn't actually constructed on the Lua side, this poses no issue at present in itself. It's not that big of a deal, but for tools that may translate documentation into wrappers (e...
by Honktown
Thu Nov 23, 2023 5:45 pm
Forum: Modding interface requests
Topic: a "not-beaconable" flag on assemblers, labs, drills, etc
Replies: 1
Views: 278

a "not-beaconable" flag on assemblers, labs, drills, etc

A problem has come up for modders sometimes, where they want to use special modules restricted to miners or labs. At present, mods can detect many behaviors like player insertion, bots being requested to put in modules, etc. The one case where it is incredibly difficult / almost impossible / reasona...
by Honktown
Fri Nov 10, 2023 6:09 am
Forum: Resolved Requests
Topic: The grammar for description of selection_box has a little weirdness
Replies: 2
Views: 313

The grammar for description of selection_box has a little weirdness

https://lua-api.factorio.com/1.1.95/prototypes/EntityPrototype.html#selection_box The selection box is usually a little bit bigger than the collision box, for tileable entities (like buildings) it should match the tile size of the building. At first, I was confused, reading it as: The selection box...
by Honktown
Thu Nov 09, 2023 5:57 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 571
Views: 286312

Re: Thank you (Make the dev-team happy today!)

Bugs and (often enough) behaviors are rapidly addressed by devs. It's kind ridiculous how Factorio can get patched up multiple times in a week or day but other games can take years, and often, never, to fix bugs. Not just with fixing a bug, but also replying if something isn't a bug, a won't fix, pr...
by Honktown
Wed Nov 01, 2023 6:32 am
Forum: Modding interface requests
Topic: Pipe categories for allowed neighbor-pipes
Replies: 1
Views: 242

Re: Pipe categories for allowed neighbor-pipes

pipe could be replaced with "fluidbox" in some of the early "pipe"s. I was thinking on the pipe connection definition level, but then realized it would be easier on the fluidbox concept level. It could be implemented, pipe connection wise.
by Honktown
Wed Nov 01, 2023 6:29 am
Forum: Modding interface requests
Topic: Pipe categories for allowed neighbor-pipes
Replies: 1
Views: 242

Pipe categories for allowed neighbor-pipes

(did a brief search and couldn't find a similar topic) The idea: certain pipe connections can only connect to other pipes. The goal: allowing pipe restrictions for a fluid. This idea would also allow a mod to pipe-weave if multiple / compatible categorization were implemented. An example implementat...
by Honktown
Sat Oct 07, 2023 8:46 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] item-with-tag that has tags in assembler output breaks crafting (very edge case)
Replies: 1
Views: 623

[Rseding91] item-with-tag that has tags in assembler output breaks crafting (very edge case)

Veeery niche bug: when an assembler produces an item-with-tags, it will fail to output anything if there's a tagged version in the output slot. The machine does not halt, and will continue to fail to produce. Files: item-with-tags-production_bug_0.0.1.zip Reproduction: 1) make a tagitem by handcraft...
by Honktown
Sat Oct 07, 2023 5:31 am
Forum: Modding interface requests
Topic: Opening a trash inventory, in itself
Replies: 0
Views: 198

Opening a trash inventory, in itself

A normal inventory can be opened, and a script inventory can be opened (and is only openable) through assigning it to .opened. Trash inventories don't have this behavior, but opening them separately would allow relative guis anchored to the trash inventory. The original discussions was someone wante...
by Honktown
Sun Aug 20, 2023 2:07 am
Forum: Modding interface requests
Topic: request_slot_count for LuaPlayer
Replies: 1
Views: 317

request_slot_count for LuaPlayer

It's not apparent from LuaPlayer that there is a way to get the last request slot, instead of guessing the last slot, or using the, I believe, undocumented limit of 1000 slots. Having it as a LuaControl for player and entity "would be nice". It makes sense a character is required for reque...
by Honktown
Sun Aug 20, 2023 1:45 am
Forum: Documentation Improvement Requests
Topic: The limit for logistic request slots
Replies: 0
Views: 269

The limit for logistic request slots

I believe there is a limit of 1000 logistic slots for players, and whatever else has them. This does not seem to be documented anywhere. Could there be a mention on perhaps get_personal_logistic_slot and set_personal_logistic_slot?
by Honktown
Tue Aug 15, 2023 9:30 pm
Forum: Minor issues
Topic: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
Replies: 11
Views: 1328

Re: [1.1.88] Dump commands failing with Combat Mechanics Overhaul

ilbJanissary wrote:
Mon Aug 14, 2023 2:33 pm
After getting it to work, I reverted back to my original settings and now it continues to work.
I've no idea what's going on at this point.
Do you have a dual-gpu system with an integrated GPU perhaps?

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