Search found 838 matches

by Honktown
Sat Dec 04, 2021 9:52 pm
Forum: Not a bug
Topic: [1.1.46] Pumps not fast-replaceable with pipes and vice-versa
Replies: 7
Views: 441

Re: [1.1.46] Pumps not fast-replaceable with pipes and vice-versa

Didn't there used to be an start-up error if fast-replaceable entities weren't the same size? (or close) I see the problem as it can replace the first entity, but collides with another. Even if it "could" replace the other one, it is an exception that *might* only work with pipes (a big as...
by Honktown
Sat Dec 04, 2021 8:42 pm
Forum: Duplicates
Topic: [1.1.48] migration crash electric pole -> simple-entity-with-force
Replies: 1
Views: 82

[1.1.48] migration crash electric pole -> simple-entity-with-force

Set-up: power_pole_bug.jpg Start of error: power_pole_migration_crash.log Only code used: if true then local sep = data.raw["electric-pole"]["small-electric-pole"] data.raw["electric-pole"]["small-electric-pole"] = nil sep.type = "simple-entity-with-force...
by Honktown
Thu Dec 02, 2021 9:33 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.48] mods - small bug in fill-barrel empty-barrel tint logic
Replies: 1
Views: 296

[Genhis] [1.1.48] mods - small bug in fill-barrel empty-barrel tint logic

If a fluid has the base_color or flow_color property specified with indexed numbers e.g. { 151, 0, 147 }, the barrel is tinted with an alpha channel using a, which breaks the coloring. Specifically, in base/data-updates.lua, line 59: local side_tint = util.table.deepcopy(fluid.base_color) side_tint....
by Honktown
Wed Nov 24, 2021 7:55 pm
Forum: Modding interface requests
Topic: create projectile with source (cause) entity and force modifiers
Replies: 0
Views: 97

create projectile with source (cause) entity and force modifiers

A projectile created can't have a `cause` applied which appears in the on_entity_damaged/died event, and while the projectile can have a force applied, it doesn't propagate force modifiers (specifically damage). In my case, the projectile is a script-created grenade. A player force can be applied, b...
by Honktown
Thu Nov 04, 2021 3:05 am
Forum: Minor issues
Topic: [1.1.45] *current* game.map_settings factors persist after restart
Replies: 4
Views: 326

Re: [1.1.45] *current* game.map_settings factors persist after restart

What do you mean with "restart"? Explain exactly what you do please. Hit escape. Click "Restart". I forgot to mention what I thought should happen: The game restarts with the settings used at creation (New Game or otherwise). Doesn't make sense in my opinion, to restart with cur...
by Honktown
Thu Nov 04, 2021 2:37 am
Forum: Minor issues
Topic: [1.1.45] *current* game.map_settings factors persist after restart
Replies: 4
Views: 326

[1.1.45] *current* game.map_settings factors persist after restart

To reproduce: 1) start freeplay 2)run command (twice because of the command warning) : /c game.map_settings.enemy_evolution.time_factor = game.map_settings.enemy_evolution.time_factor * 2 game.print(game.map_settings.enemy_evolution.time_factor) 3) restart, run the command again. Each restart + comm...
by Honktown
Wed Oct 27, 2021 3:14 pm
Forum: Bug Reports
Topic: [1.1.41] Redundant power pole placed while building
Replies: 3
Views: 468

Re: [1.1.41] Mysterious extra power pole placed while building

In my experience mouse switches fail way too often . Mind humoring me and trying a site like https://www.onlinemictest.com/mouse-test/ ? Not the most accurate test, but if you see an unexpected change in the left click while left clicking then it would be the mouse. Moving the finger around the butt...
by Honktown
Thu Oct 21, 2021 3:52 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 144
Views: 14250

Re: Small documentation improvement requests

A note on get_fluid_count() and get_fluid_contents() where defined, that they do not capture temperature details, and fluidboxes should be used directly [in the cases where temperature is relevant]. Related to: https://forums.factorio.com/viewtopic.php?f=221&t=100323 -> Appreciate the context, ...
by Honktown
Thu Oct 21, 2021 3:47 pm
Forum: Minor issues
Topic: [kovarex] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
Replies: 13
Views: 2274

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

So what is the solution or work around for this then? Any ideas? Should mods leave all hidden entities blueprintable and included in the blueprint and not have any proxy objects at all? There seems to be no way to convert placed entities into proxy objects and preserve their data when updating a bl...
by Honktown
Thu Oct 21, 2021 3:43 pm
Forum: Modding interface requests
Topic: bar_width during control
Replies: 1
Views: 210

bar_width during control

A progressbar element cannot have the bar_width changed in control. This precludes scaling existing bars, or having many bars at different scale without creating prototypes for each.
by Honktown
Tue Oct 19, 2021 7:33 pm
Forum: Won't implement
Topic: Return temperature with get_fluid_contents
Replies: 1
Views: 232

Return temperature with get_fluid_contents

It's not uncommon for a mod to use LuaEntity.get_fluid_contents() and inadvertently need to be patched later because of temperatures. I'd like to request temperature be returned as a second argument, or at least, indicate that temperatures may matter and the function "doesn't completely describ...
by Honktown
Mon Oct 18, 2021 7:12 pm
Forum: Modding interface requests
Topic: Rendering to accept players visibility with [index] = true table
Replies: 4
Views: 352

Re: Rendering to accept players visibility with [index] = true table

Hmm, I think you can just use a map of `[index] = index`, which would be performant enough and easy to maintain Thanks for the reply. With your hint, I tried with a numbered key, and with a string - both work (assumed you were offering a player index used twice). Edit: also I think I didn't realize...
by Honktown
Mon Oct 18, 2021 5:35 am
Forum: Modding interface requests
Topic: Rendering to accept players visibility with [index] = true table
Replies: 4
Views: 352

Re: Rendering to accept players visibility with [index] = true table

Turns out I can't use force *and* players to restrict only to those players on a certain force... I still have to build the table anyway. I guess there's 2 API requests, players-as-dictionary and filterable by force (even only filtered by a single force would be enough - an optional me-and-us-vs-the...
by Honktown
Mon Oct 18, 2021 2:23 am
Forum: Modding interface requests
Topic: Rendering to accept players visibility with [index] = true table
Replies: 4
Views: 352

Rendering to accept players visibility with [index] = true table

I'm currently writing a mod where I would like visibility of a rendered object to be enabled/disabled as a player option. There's no difficulty with this, except there is a slightly bothersome interface: the player visibility in rendering functions. I can store player visibility as a table local to ...
by Honktown
Sat Oct 16, 2021 4:34 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 144
Views: 14250

Re: Small documentation improvement requests

Settings aren't really documented at all, which may be more of the "confusion". The only page is: https://wiki.factorio.com/Tutorial:Mod_settings . With regards to data and data:extend, extend is a function you can see in core/lualib/dataloader.lua (it is nothing magical, just puts stuff ...
by Honktown
Sat Oct 16, 2021 9:16 am
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 144
Views: 14250

Re: Small documentation improvement requests

Not 100% sure it belongs to that page, but I can confirm settings are accessible in data.raw (from the setting stage at least). But it's nowhere to be seen in https://wiki.factorio.com/Data.raw example in settings-updates.lua: data.raw["bool-setting"]["Schall-VS-XL-t2-enable"].o...
by Honktown
Sat Oct 16, 2021 1:18 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.42] electric drill with nil module_spec can't be opened
Replies: 1
Views: 762

[Genhis] [1.1.42] electric drill with nil module_spec can't be opened

data.raw["mining-drill"]["electric-mining-drill"].module_specification = nil That is enough to expose bad, and potentially mod-breaking behavior: 1) with vanilla, the circuit settings are inaccessible. Default behavior of reading what is under the miner is all that can occur. 2)...
by Honktown
Tue Sep 28, 2021 3:46 am
Forum: Modding interface requests
Topic: LuaEntity.copy_settings() to raise paste events without player
Replies: 0
Views: 173

LuaEntity.copy_settings() to raise paste events without player

https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.copy_settings copy_settings only raises on_pre_entity_settings_pasted and on_entity_settings_pasted when a player is passed. It would seem fitting to permit the player value to be optional in the events, and have copy_settings raise paste ...
by Honktown
Mon Sep 27, 2021 8:37 pm
Forum: Technical Help
Topic: server settings json option for authserver bans?
Replies: 2
Views: 285

Re: server settings json option for authserver bans?

Loewchen wrote:
Mon Sep 27, 2021 8:11 pm
vinzenz wrote:
Mon Sep 27, 2021 6:27 am
The commandline flag is --use-authserver-bans and the config option is enable-authserver-side-bans=true
Thanks, and thanks to vinzens
by Honktown
Sun Sep 26, 2021 8:24 pm
Forum: Technical Help
Topic: server settings json option for authserver bans?
Replies: 2
Views: 285

server settings json option for authserver bans?

A few people have asked about a server-settings.json to enable authserver bans. Only option appears to be enabling it from the in-game create server options.

1) Is there one? 2) could it be added to server-settings.example.json ?

(if this is the wrong subforum, wouldn't mind reposting / being moved)

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