Thanks for the note, added the return type (uint) for the next version (1.1.102).
You may find it useful to compare the output of your doc generator with the output by FMTK. It generates hint files for https://luals.github.io/wiki/annotations/ which is based on EmmyLua (but not exactly the same).
Search found 3115 matches
- Mon Jan 01, 2024 2:28 pm
- Forum: Resolved Requests
- Topic: [1.1.100] Return type missing for get_insertable_count
- Replies: 1
- Views: 291
- Mon Jan 01, 2024 2:15 pm
- Forum: Technical Help
- Topic: [Solved] Stuck on messagebox when starting new game
- Replies: 3
- Views: 367
Re: Stuck on messagebox when starting new game
Maybe a mod is consuming the tab keypress (meaning the mod processes it and the game never gets it). Try rebinding "Confirm message" to another key in the controls.
- Mon Jan 01, 2024 1:53 pm
- Forum: Resolved Requests
- Topic: on_player_cursor_stack_changed is not raised immediately
- Replies: 3
- Views: 391
Re: on_player_cursor_stack_changed is not raised immediately
Hey, it already says that it is raised in the current_tick (instead of instantly) here: https://lua-api.factorio.com/latest/classes/LuaPlayer.html#clear_cursor I see no other mention of that event in the docs, except for the event itself. Do you mean that it should be mentioned in the event descript...
- Mon Jan 01, 2024 12:52 pm
- Forum: Modding help
- Topic: Wrangling resource autoplace / noise expressions?
- Replies: 5
- Views: 610
Re: Converting resource autoplace settings to tile properties / named expressions?
local initial_expression = util.copy(autoplace_template.probability_expression) local v = "moisture" local condition = noise.less_than(noise.var(v), properties.high_band) * noise.less_or_equal(properties.low_band, noise.var(v)) fissure_prototype.autoplace = properties.autoplace and { prob...
- Sun Dec 31, 2023 1:30 pm
- Forum: Resolved Requests
- Topic: [1.1] on_pre_ghost_deconstructed fires on item-requester-proxy
- Replies: 3
- Views: 518
Re: [1.1] on_pre_ghost_deconstructed fires on item-requester-proxy
Moving this to doc requests for the doc improvement. (commit hash of behaviour change: dd69077)
- Sat Dec 30, 2023 5:35 pm
- Forum: Modding help
- Topic: Wrangling resource autoplace / noise expressions?
- Replies: 5
- Views: 610
Re: Converting resource autoplace settings to tile properties / named expressions?
No need for named noise expression shenanigans, this just works: /c game.print(serpent.line(game.player.surface.calculate_tile_properties({"entity:crude-oil:probability", "entity:crude-oil:richness"}, {game.player.position}))) However, I want to illustrate for you or anyone else ...
- Sat Dec 30, 2023 4:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.100] Crash entering large max player cap (FloatCast)
- Replies: 3
- Views: 528
Re: [1.1.100] Crash entering large max player cap (FloatCast)
The fix for this was already released in 1.1.101 which is currently experimental.
- Sat Dec 30, 2023 11:06 am
- Forum: Implemented Suggestions
- Topic: Persistant notifications to the player when queued researches are completed
- Replies: 21
- Views: 5187
Re: Persistant notifications to the player when queued researches are completed
This was added in 1.1.92 with plain text. It will use the technology rich text tag in 2.0: viewtopic.php?p=595829#p595829
- Thu Dec 28, 2023 6:00 pm
- Forum: Modding help
- Topic: How do I determine if a train stop is accessible to a train, without side effects?
- Replies: 5
- Views: 776
Re: How do I determine if a train stop is accessible to a train, without side effects?
Just to update this, 1.1.101 has been released and the function is https://lua-api.factorio.com/latest/cla ... train_path.
- Thu Dec 28, 2023 5:59 pm
- Forum: Modding help
- Topic: Setting the initial scene...
- Replies: 1
- Views: 247
Re: Setting the initial scene...
For the unmodded game, you'll want to look at the freeplay remote interface for setting starting items, see \data\base\scenarios\freeplay\freeplay.lua, which would be runtime stage. The remote interface provides methods to set which entities ("ship parts") should be spawned.
- Thu Dec 28, 2023 5:53 pm
- Forum: Resolved Requests
- Topic: Use string unions instead of generic string
- Replies: 3
- Views: 454
Re: Use string unions instead of generic string
Thanks for noting this, I fixed the listed methods/attributes and checked and fixed the following classes for the next release (1.1.102): LuaItemStack LuaStyle LuaGuiElement LuaEntity LuaEntityPrototype LuaItemPrototype LuaLogisticNetwork LuaGameScript ItemPrototypeFilters EntityPrototypeFilters eve...
- Thu Dec 28, 2023 5:46 pm
- Forum: Resolved Requests
- Topic: LuaItemStack::set_mapper() needs optional parameter
- Replies: 1
- Views: 237
Re: LuaItemStack::set_mapper() needs optional parameter
Thanks for noting this, fixed for the next release (1.1.102). Same fix was done for the filter in LuaItemStack:set_tile_filter().
- Thu Dec 28, 2023 12:47 pm
- Forum: Technical Help
- Topic: [1.1.101] Performance regression causing severe stuttering
- Replies: 8
- Views: 667
Re: [1.1.101] Performance regression causing severe stuttering
1.1.83 added controller support and I recall people reporting stuttering related to controllers in the past (viewtopic.php?p=576844#p576844 108781). So try disconnecting any controllers that you might have connected.
- Wed Dec 13, 2023 9:22 am
- Forum: Modding interface requests
- Topic: Exclude entity from mining productivity
- Replies: 7
- Views: 765
Re: Exclude entity from mining productivity
Now, not to say that this request wouldn't have other usecases. But when I read "we are adding a new Offshore Pump that can be affected by modules" I kind of expect a request for module slots for offshore pumps, not something related to mining drills :D
- Wed Dec 13, 2023 9:04 am
- Forum: Modding help
- Topic: Fire Armor now working after being crafted
- Replies: 5
- Views: 526
Re: Fire Armor now working after being crafted
Hm, that sounds all correct. Just to confirm, you're crafting the armor, wearing it, moving around and no fire is spawned? Maybe you could zip the mod and upload it here, perhaps that reveals something. Also, just to confirm, make sure you're not working on a copy of the mod or something, we've all ...
- Tue Dec 12, 2023 11:28 am
- Forum: Modding discussion
- Topic: Identify if an item is "intermediate"
- Replies: 2
- Views: 333
Re: Identify if an item is "intermediate"
If you're looking for the item group (the tab in the inventory), it's https://lua-api.factorio.com/latest/classes/LuaItemPrototype.html#group. If you're looking for whether a recipe allow productivity modules it's https://lua-api.factorio.com/latest/classes/LuaItemPrototype.html#limitations on the p...
- Mon Dec 11, 2023 3:55 pm
- Forum: Resolved Requests
- Topic: Specify meaning of alternative numbered key "tuple"s for struct types
- Replies: 4
- Views: 642
Re: Specify meaning of alternative numbered key "tuple"s for struct types
Please also note that the tuple format for ItemProductPrototype will be removed in 2.0
- Mon Dec 11, 2023 3:51 pm
- Forum: Resolved Requests
- Topic: More precise type information for has_flag
- Replies: 1
- Views: 268
Re: More precise type information for has_flag
Thanks for pointing this out, all has_flag and ghost_has_flag methods will have better types for the next version. The types of the Flags concepts have been split similarly to how CollisionMask and CollisionMaskLayer are separate types for the dictionary and the union of strings.
- Mon Dec 11, 2023 3:49 pm
- Forum: Resolved Requests
- Topic: LuaSurface.find_entity talks about "type"
- Replies: 1
- Views: 302
Re: LuaSurface.find_entity talks about "type"
Thanks for noting this, fixed for the next version.
- Mon Dec 11, 2023 3:49 pm
- Forum: Resolved Requests
- Topic: LuaGuiElement.select() uses a reserved keyword
- Replies: 2
- Views: 396
Re: LuaGuiElement.select() uses a reserved keyword
Thanks for noting this, the parameters have been renamed to start_index and end_index for the next version.