Search found 1024 matches
- 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 ...
- 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...
- 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...
- Sun Dec 31, 2023 1:10 am
- Forum: Resolved Requests
- Topic: Fluid product probability vs item product probability
- Replies: 1
- Views: 286
Fluid product probability vs item product probability
Fluid probability is not the same as item probability description:
https://lua-api.factorio.com/1.1.101/ty ... robability
https://lua-api.factorio.com/1.1.101/ty ... robability
I assume they work the same?
https://lua-api.factorio.com/1.1.101/ty ... robability
https://lua-api.factorio.com/1.1.101/ty ... robability
I assume they work the same?
- 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...
- 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.
- 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 ...
- 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 ...
- 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:
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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?
- 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
Do you have a dual-gpu system with an integrated GPU perhaps?ilbJanissary wrote: ↑Mon Aug 14, 2023 2:33 pmAfter 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.