Search found 470 matches
- Sun Nov 04, 2018 7:40 pm
- Forum: Not a bug
- Topic: on_selected_entity_changed not raised on controller change
- Replies: 11
- Views: 1743
Re: on_selected_entity_changed not raised on surface change
Then the documentation is incorrect. The event is fired when the thing that owns the entity selector changes what it has selected when it has an associated player. For character entities that's the character. For the god controller that's the god controller. If a character has no player associated ...
- Sun Nov 04, 2018 5:14 am
- Forum: Not a bug
- Topic: on_selected_entity_changed not raised on controller change
- Replies: 11
- Views: 1743
Re: on_selected_entity_changed not raised on surface change
Changing character not firing the event is expected and working correctly. The event is associated with the character entity - not the player. This is not consistent with the documentation: on_selected_entity_changed Called after the selected entity changes for a given player . Contains player _ind...
- Sat Nov 03, 2018 10:59 pm
- Forum: Resolved Problems and Bugs
- Topic: Passing 0 precision to find_non_colliding_position() gives infinite loop
- Replies: 1
- Views: 758
Passing 0 precision to find_non_colliding_position() gives infinite loop
game.print(game.player.surface.find_non_colliding_position("player", game.player.position, 2, 0)) This is definitely a case of a mod bug, but it probably should result in an error instead of a hung process. I stumbled across this when I got the parameter order for radius (0=infinite radiu...
- Sat Nov 03, 2018 10:47 pm
- Forum: Not a bug
- Topic: on_selected_entity_changed not raised on controller change
- Replies: 11
- Views: 1743
Re: on_selected_entity_changed not raised on surface change
If I don't change the character, I get some very odd behavior. After the teleport, player.selected returns a valid entity with an empty name. The on_selected_entity_changed event is fired, but not until the next tick.
- Sat Nov 03, 2018 10:42 pm
- Forum: Not a bug
- Topic: on_selected_entity_changed not raised on controller change
- Replies: 11
- Views: 1743
Re: on_selected_entity_changed not raised on surface change
A little further testing indicates it seems to be related to setting LuaPlayer.character on the same tick. For context: In Pipelayer and Beltlayer, I attach the player to a god controller (player.character = nil), and then teleport them to another surface. Here I'm simulating that with the console, ...
- Sat Nov 03, 2018 7:41 pm
- Forum: Not a bug
- Topic: on_selected_entity_changed not raised on controller change
- Replies: 11
- Views: 1743
on_selected_entity_changed not raised on controller change
When a player is teleported from one surface to another, the entity under the cursor changes. The rendering in the info box in the right sidebar is updated, but the on_selected_entity_changed event is not raised.
Edit: changed subject due to clarification on the actual scenario as explored below
Edit: changed subject due to clarification on the actual scenario as explored below
- Sat Nov 03, 2018 7:37 pm
- Forum: Minor issues
- Topic: [0.16.51] Item descriptions in tooltips should linewrap.
- Replies: 3
- Views: 972
Re: [0.16.51] Item descriptions in tooltips should linewrap.
I'm going to guess that this is specific to blueprint items, because blueprint tooltips may need extremely large widths to hold the preview image.
- Wed Oct 31, 2018 4:46 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 132747
- Tue Oct 30, 2018 6:48 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 132747
Re: [MOD 0.16] Miniloader
Oh. Nice fun with chunk updates. This is going to make someone at wube very happy. Works in every direction too (i.e. it doesn't work in any direction). And loaders and inserters do it alike. I'll leave the honor of writing the report to someone else ;). I can almost guarantee it will be closed &qu...
- Tue Oct 30, 2018 5:34 am
- Forum: Mods
- Topic: [MOD 0.16] Beltlayer
- Replies: 17
- Views: 11241
Re: [MOD 0.16] Beltlayer
Line 40: enddd When the last two extra d's are removed, there are no errors. However, when I load the game, it does not place the undergrounds on the belt-plane. No idea how that typo snuck through my testing. I can't reproduce your problem with undergrounds not getting placed on both layers, howev...
- Mon Oct 29, 2018 11:40 pm
- Forum: Mods
- Topic: [MOD 0.16] Beltlayer
- Replies: 17
- Views: 11241
Re: [MOD 0.16] Beltlayer
This should be fixed in 0.1.8. There was a very odd interaction between AAI Industry and Bob's Logistics.Master-Guy wrote: ↑Sat Oct 27, 2018 8:22 amI've been trying to use Beltlayer for a few weeks now, but I keep getting an error:
- Mon Oct 29, 2018 1:17 am
- Forum: Mods
- Topic: [MOD 0.16] Beltlayer
- Replies: 17
- Views: 11241
Re: [MOD 0.16] Beltlayer
I've been trying to use Beltlayer for a few weeks now, but I keep getting an error: Failed to load mods: __beltlayer__/data-updates.lua:4: __beltlayer__/prototypes/recipes.lua:46: bad argument #1 to 'ipairs' (table expected, got nil) When I look at the code, I don't see root.ingredients being defin...
- Sat Oct 27, 2018 8:51 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 87075
Re: [MOD 0.16] Bulk Rail Loaders
The solution is to always use the position of a 1x1 chest, which would be the corner of a larger chest, instead of the center.
- Sat Oct 27, 2018 7:47 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 87075
Re: [MOD 0.16] Bulk Rail Loaders
Note where it says “Read-only.” I have a feature request in to make those writable, but no word on if it will make it into 0.17.Cadde wrote: ↑Sat Oct 27, 2018 7:43 pmEDIT: Targets: https://lua-api.factorio.com/latest/Lua ... rop_target
- Sat Oct 27, 2018 7:26 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 87075
- Sat Oct 27, 2018 1:36 am
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 87075
Re: [MOD 0.16] Bulk Rail Loaders
Hello again! There is the same problem with fast inserters... https://i.imgur.com/BOblwrA.jpg It's basement is not visible under bulk unloader texture in some cases. Unfortunately there’s nothing I can do about that. The unloader texture needs to render above the rails to look right, and it can’t d...
- Sat Oct 27, 2018 1:34 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 132747
Re: [MOD 0.16] Miniloader
I looked at them but quickly lost interest when I saw that they are limited to simple stuff like ores. I wanted to find a good solution I could stick to. There’s a config option to relax that restriction if you want. I personally enjoy using a mixture of different tools (like miniloaders) at statio...
- Sat Oct 27, 2018 12:56 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 132747
Re: [MOD 0.16] Miniloader
I wanted to say thank you. I built many station designs and all were frustrating. Some huge, many inefficient. And then... I found your Miniloaders. Low ups hit, load/unload a full belt at a time, and allow for compact and efficient designs. Love it. Glad you're enjoying it! Have you tried Bulk Rai...
- Fri Oct 26, 2018 4:37 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176669
Re: Friday Facts #266 - Cleanup of mechanics
I love all of these, except the fuel efficiency. It made the choice between steel and electric furnaces an interesting and viable one. If you had petrochemical based power, then steel furnaces were in some cases better than electric, while electric becomes fully superior in solar/nuclear builds. Fu...
- Fri Oct 26, 2018 4:14 pm
- Forum: Modding interface requests
- Topic: Expose transport line spacing
- Replies: 2
- Views: 618
Expose transport line spacing
See https://forums.factorio.com/63038 . I would envision this as a startup only setting, possibly a "utility-constant". I'm hoping this is something that can be done, especially since in 0.16 transport lines can already be "overfilled" temporarily due to inserter and sideloading ...