Search found 470 matches

by Therax
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 ...
by Therax
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...
by Therax
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...
by Therax
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.
change surface2.png
change surface2.png (242.22 KiB) Viewed 1712 times
by Therax
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, ...
by Therax
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
by Therax
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.
by Therax
Wed Oct 31, 2018 4:46 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132747

Re: [MOD 0.16] Miniloader

Cadde wrote:
Wed Oct 31, 2018 1:48 am
Wait wut? Miniloaders will now split evenly?
They're inserters, so they split evenly as well as inserters ever do. Which is to say, not reliably. :)
by Therax
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...
by Therax
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...
by Therax
Mon Oct 29, 2018 11:40 pm
Forum: Mods
Topic: [MOD 0.16] Beltlayer
Replies: 17
Views: 11241

Re: [MOD 0.16] Beltlayer

Master-Guy wrote:
Sat Oct 27, 2018 8:22 am
I've been trying to use Beltlayer for a few weeks now, but I keep getting an error:
This should be fixed in 0.1.8. There was a very odd interaction between AAI Industry and Bob's Logistics.
by Therax
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...
by Therax
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.
by Therax
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

Cadde wrote:
Sat Oct 27, 2018 7:43 pm
EDIT: Targets: https://lua-api.factorio.com/latest/Lua ... rop_target
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.
by Therax
Sat Oct 27, 2018 7:26 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 87075

Re: [MOD 0.16] Bulk Rail Loaders

Cadde wrote:
Sat Oct 27, 2018 7:23 pm
I had a "crazy" idea

So, does distance affect the rate of transfer on railloaders? That is, distance to the center of the storage placed next to it?
Can anything be done about that?
I can have a look.
by Therax
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...
by Therax
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...
by Therax
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...
by Therax
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...
by Therax
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 ...

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