Search found 734 matches

by Honktown
Sat Sep 26, 2020 8:27 pm
Forum: Bug Reports
Topic: [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
Replies: 2
Views: 172

Re: [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint

Unless I'm mistaken, you should be using on_player_configured_blueprint. I might call it a bug that creating a new blueprint immediately sets the blueprint (the player did not confirm anything)*. Following behavior from an event like on_entity_died where the entity is (should be) valid while the eve...
by Honktown
Sat Sep 26, 2020 3:47 pm
Forum: Implemented mod requests
Topic: Undefined behavior with find_entities_filtered
Replies: 2
Views: 65

Undefined behavior with find_entities_filtered

Example code: local path = self.ent.surface.find_entities_filtered{position=self.ent.position, type="resource", limit=1} The code is intended to find a resource that's at the same position as an entity. It works, but the behavior isn't defined in the api: Find entities of given type or name in a giv...
by Honktown
Fri Sep 25, 2020 9:07 pm
Forum: Ideas and Suggestions
Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
Replies: 10
Views: 362

Re: mark-for-upgrading when blueprinting over fast-replaceable entities

A subtle "conflict" is when you go to blueprint over existing stuff, and it's not "marked for upgrade" or however it might be implemented (one can't place a ghost on it since it would collide). There was a single topic back in 2015: https://forums.factorio.com/viewtopic.php?f=23&t=9296 Would be a n...
by Honktown
Mon Sep 14, 2020 2:34 pm
Forum: Modding help
Topic: Train carriage order logic
Replies: 6
Views: 227

Re: Train carriage order logic

...I was looking at this before bed and was way overthinking it. Once I have the carriage in front of the locomotive, the desired order of train.carriages is known. Increment/decrement from there. This should solve the problem.
by Honktown
Mon Sep 14, 2020 5:51 am
Forum: Modding help
Topic: Train carriage order logic
Replies: 6
Views: 227

Re: Train carriage order logic

... It's useful, but not quite consistent with what I might like to have happen, I suppose: oddtrain.jpg Some small tweaks only to the print code: lib.print_carriages = function(event) local player = game.players[1] if player == nil then return end local ent = player.selected if ent == nil then ret...
by Honktown
Sun Sep 06, 2020 4:08 pm
Forum: Modding help
Topic: Train carriage order logic
Replies: 6
Views: 227

Re: Train carriage order logic

... Thank you for your reply. There was an idea that since one of the locomotives is special in this case, a solution could be find which way it faces when disconnected (maybe update the record if someone rotates it), and recreating the original carriage order by decrementing/incrementing in the di...
by Honktown
Sun Sep 06, 2020 1:51 pm
Forum: Modding help
Topic: Train carriage order logic
Replies: 6
Views: 227

Train carriage order logic

Issue: what is the logic for train carriage order when using 'connect stock'? A train and all the wagons can reorient (carriage.orientation) when making a connection - including a reversal of all the carriages in train.carriages. This causes problems if a uniform carriage order is necessary, as in t...
by Honktown
Wed Sep 02, 2020 2:56 am
Forum: Ideas and Suggestions
Topic: Notice when infinite wave defense is finished
Replies: 2
Views: 92

Notice when infinite wave defense is finished

The infinite setting in wave defense has no notice when one kills all the tracked spawners, even though more exist. I was playing with someone and we thought the scenario broke after a save/load. I went digging and found that no, "infinite" was accidentally true, and all the spawners the waves came ...
by Honktown
Wed Aug 26, 2020 2:23 am
Forum: Ideas and Suggestions
Topic: Recent played servers
Replies: 9
Views: 573

"Recent servers" list for multiplayer

It can be awkward finding a game one recently played if it's not one of the big soft-mod / scenario / clan-style servers. A side box with recent server names, and if possible, recorded address would be sufficient: record the last 5 or so connections, and then click one, and it tries to connect and s...
by Honktown
Mon Jun 01, 2020 7:06 pm
Forum: Modding help
Topic: Fluidbox minimum_temperature and maximum_temperature not working?
Replies: 8
Views: 414

Re: Fluidbox minimum_temperature and maximum_temperature not working?

See about if ending it in .0 or using scientific notation does anything. There's an impossibly small chance something weird is going on with how the number is interpreted. The config file also has verbose-logging and check-unused-prototype-data, which may hint if something isn't right. Neither of t...
by Honktown
Mon Jun 01, 2020 12:07 pm
Forum: Modding help
Topic: Fluidbox minimum_temperature and maximum_temperature not working?
Replies: 8
Views: 414

Re: Fluidbox minimum_temperature and maximum_temperature not working?

See about if ending it in .0 or using scientific notation does anything. There's an impossibly small chance something weird is going on with how the number is interpreted.

The config file also has verbose-logging and check-unused-prototype-data, which may hint if something isn't right.
by Honktown
Sun May 31, 2020 1:29 am
Forum: Modding interface requests
Topic: Easy ability to detect whether crafting machine can use fluids
Replies: 2
Views: 153

Re: Easy ability to detect whether crafting machine can use fluids

Why doesn't checking for LuaEntityPrototype->fluidbox_prototypes->production_type "input" or "input-output" work? To be perfectly accurate you need to check the crafting categories and whatnot to see if there is a recipe it could craft which uses fluid as an ingredient, but I don't see why that woul...
by Honktown
Sun May 31, 2020 1:15 am
Forum: Modding help
Topic: Fluidbox minimum_temperature and maximum_temperature not working?
Replies: 8
Views: 414

Re: Fluidbox minimum_temperature and maximum_temperature not working?

Temperature might only apply to things which can become "active": assemblers, steam engines, etc. Try setting a maximum as well, and you can enter numbers in scientific notation: 1e6 = 1000000
by Honktown
Wed May 27, 2020 9:13 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1262
Views: 169801

Re: Simple Questions and Short Answers

What is this grid of red squares on the map? I've seen it many times but have no idea what it means? 5x5 grid of red squares on factorio map.jpg Looks like a debug option. Hit F4 and see if there's a show-"something" option that has a checkbox. Turn them off one-by-one to see if it's one of those (...
by Honktown
Wed May 20, 2020 2:19 am
Forum: Not a bug
Topic: [0.18.24] Idle animations on assembling-machine don't work?
Replies: 3
Views: 207

Re: [0.18.24] Idle animations on assembling-machine don't work?

Tried more things. One example: local asm = data.raw["assembling-machine"]["assembling-machine-1"] asm.idle_animation = table.deepcopy(asm.animation) asm.idle_animation.layers[1].animation_speed = 1 asm.always_draw_idle_animation = true asm.match_animation_speed_to_activity = false asm.animation = n...
by Honktown
Wed May 20, 2020 1:32 am
Forum: Not a bug
Topic: [0.18.24] Idle animations on assembling-machine don't work?
Replies: 3
Views: 207

[0.18.24] Idle animations on assembling-machine don't work?

in data-final-fixes: local asm = data.raw["assembling-machine"]["assembling-machine-1"] asm.idle_animation = table.deepcopy(asm.animation) asm.always_draw_idle_animation = true Used that code as a test for why an idle animation wasn't working in a mod. It looks like something is broken about it, bec...
by Honktown
Fri May 15, 2020 12:53 am
Forum: Resolved Problems and Bugs
Topic: [0.18.24] bug with input_flow_limit = "0W"
Replies: 1
Views: 469

[0.18.24] bug with input_flow_limit = "0W"

Setting input_flow_limit to "0W" has very unusual effects (tested on assembling-machine entity). Example snippet of code: elE.energy_source = { type = "electric", usage_priority = "secondary-input", buffer_capacity = "5MJ", output_flow_limit = "0W", input_flow_limit = "0W", drain = "0W", render_no_p...

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