Search found 278 matches

by Muppet9010
Fri Sep 02, 2022 1:20 am
Forum: Modding interface requests
Topic: Expose `fluid-turret` mandatory properties as read-only in LuaEntityPrototype
Replies: 0
Views: 589

Expose `fluid-turret` mandatory properties as read-only in LuaEntityPrototype

At present there isn't a way via the API to check on the amount of fluid needed in a fluid-turret for it to activate. I wanted to do this as a check during an RCON command by Streamers to create and fill up fluid-turrets. To alert them if they were putting in less fluid than the turret required to a...
by Muppet9010
Tue Aug 23, 2022 4:20 pm
Forum: Not a bug
Topic: [1.1.65] Max flame count doesn't behave right for a high value
Replies: 1
Views: 845

[1.1.65] Max flame count doesn't behave right for a high value

If you create a fire with the max initial_ground_flame_count of 255, the fire doesn't burn like the a high fire count should. This can be seen by creating a fire at 255 and at 254 (1 less). The 254 fire spreads out from the center for a bit and will catch any near by trees on fire. But the 255 value...
by Muppet9010
Thu Aug 18, 2022 3:16 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1] Support orientated lights on Projectile prototypes
Replies: 1
Views: 1681

[Klonan] [1.1] Support orientated lights on Projectile prototypes

At present an orientated light doesn't align to a projectiles orientation, it stays facing north. data.raw["projectile"]["rocket"].light = { type = "oriented", picture = { filename = "__core__/graphics/light-cone.png", priority = "extra-high", flags ...
by Muppet9010
Sat Aug 13, 2022 6:53 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83939

Re: Small documentation improvement requests

LuaSurface.create_entity for projectile has a few missing details: https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.create_entity [list=1] [*]max_range is optional [*]the type "artillery-projectile" appears to have the same options/requirements as "projectile". Wit...
by Muppet9010
Thu Aug 11, 2022 11:23 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83939

Re: Small documentation improvement requests

The LuaControl.mining_state lists the `position` field as optional, however, if you don't provide it for your player an on screen warning text appears stating that its needed, or the script causes an error. https://lua-api.factorio.com/latest/LuaControl.html#LuaControl.mining_state The warning text...
by Muppet9010
Thu Aug 04, 2022 3:11 pm
Forum: Documentation Improvement Requests
Topic: Alignments in rendering are unclear
Replies: 8
Views: 931

Alignments in rendering are unclear

The descriptions for the alignments in rendering are not terribly clear. i.e. https://lua-api.factorio.com/latest/LuaRendering.html#LuaRendering.draw_text When you set something to "left" it doesn't appear to the left of the target, instead it's on the right of it. each.PNG From a casual u...
by Muppet9010
Thu Aug 04, 2022 12:19 am
Forum: Resolved Problems and Bugs
Topic: [1.1.64] Crash on LuaSurface.request_path with path_resolution_modifier value of 10
Replies: 2
Views: 2005

[1.1.64] Crash on LuaSurface.request_path with path_resolution_modifier value of 10

When running LuaSurface.request_path and a path_resolution_modifier value of 10 for a valid pathable route the game crashes. With a path_resolution_modifier value of 1 or 0 (default) it doesn't crash. Sample vanilla save that the below command breaks: pathfinder_crash.zip /c game.surfaces[1].request...
by Muppet9010
Wed Aug 03, 2022 5:16 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83939

Re: Small documentation improvement requests

The recently added range_modifier, cooldown_modifier, consumption_modifier fields to AmmoType concept don't look to have been included in the documentation. Added in to 1.1.64 as part of this Modding Interface request: https://forums.factorio.com/viewtopic.php?f=65&t=103012 -> This was added so...
by Muppet9010
Sun Jul 31, 2022 12:36 am
Forum: Modding interface requests
Topic: LuaEntityPrototype follows_player missing
Replies: 0
Views: 452

LuaEntityPrototype follows_player missing

I noticed that the `follows_player` attribute set in the data stage for `combat-robot` prototype isn't readable during the runtime stage in the `LuaEntityPrototype` class. Data stage: https://wiki.factorio.com/Prototype/CombatRobot#follows_player Runtime class I'd hope/expect the field is added to: ...
by Muppet9010
Fri Jul 29, 2022 2:28 pm
Forum: Implemented mod requests
Topic: AmmoType to expose missing fields
Replies: 1
Views: 790

AmmoType to expose missing fields

At present the runtime AmmoType object doesn't expose some fields, this makes calculating via scripting the true runtime values of for a specific ammo in a weapon impossible, i.e. max range of a atomic-bomb ammo in a rocket-launcher, as atomic-rocket has a range_modifier of 1.5 https://wiki.factorio...
by Muppet9010
Fri Jul 22, 2022 1:44 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83939

Re: Small documentation improvement requests

LuaSurface.get_tile() says it accepts either x and y of int values or a TilePosition object. However it seems to work fine if you pass it x and y double values or a MapPosition object. This difference appears more when using Sumneko for typing or that it implies to the modder they need to floor the...
by Muppet9010
Fri Jul 15, 2022 10:04 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83939

Re: Small documentation improvement requests

LuaItemPrototype.get_ammo_type() says its only argument is a `string?`, but it doesn't say what its behaviour is if you don't provide it. I assume `default` as its first in the allowed values list? https://lua-api.factorio.com/latest/LuaItemPrototype.html#LuaItemPrototype.get_ammo_type -> "def...
by Muppet9010
Wed Jul 13, 2022 1:12 pm
Forum: Mod portal Discussion
Topic: Results: 2022 Mod Portal Survey
Replies: 6
Views: 4118

Re: Results: 2022 Mod Portal Survey

It would be interesting to know how the responses differ between respondents who say they are a mod maker, vs a mod user. i.e. as a mod creator the Mod Detail Pages are very important to me as they limit how I can describe and demonstrate my mod. As a mod user I would likely not realise that it does...
by Muppet9010
Tue Jul 12, 2022 2:07 am
Forum: Documentation Improvement Requests
Topic: Events don't document when player_index is nil
Replies: 1
Views: 190

Events don't document when player_index is nil

A lot of the events are missing an explanation for when the `player_index` will be empty. As for some it relates to how a script raised the event and what options it passed in (which may not always be apparent). i.e. https://lua-api.factorio.com/latest/events.html#on_marked_for_deconstruction on the...
by Muppet9010
Mon Jul 11, 2022 2:55 pm
Forum: Not a bug
Topic: [1.1.61] Replay wrong version message has bad old version text
Replies: 1
Views: 642

[1.1.61] Replay wrong version message has bad old version text

When you try to run a replay of a save made in an older version the below message is shown. The message lists the current version twice and not the version the replay was made in.
In this example as seen by the saves map version and Mods > base version.
unknown.png
unknown.png (1016.09 KiB) Viewed 642 times
by Muppet9010
Sun Jul 10, 2022 8:39 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 68
Views: 20190

Re: New API Docs website

Edit: Moved to right thread
by Muppet9010
Sat Jul 09, 2022 11:34 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.61] API Docs for LuaPlayer.remove_alert wrong parameter type for "prototype" filter field
Replies: 1
Views: 1825

[1.1.61] API Docs for LuaPlayer.remove_alert wrong parameter type for "prototype" filter field

The function LuaPlayer.remove_alert takes a table of fields, including one named "prototype". In the API docs its listed as type "LuaEntityPrototype?", however, if you provide an entity prototype object (LuaEntity.prototype) you get back the error message: 'prototype': string exp...
by Muppet9010
Sat Jul 09, 2022 10:49 pm
Forum: Resolved Problems and Bugs
Topic: [Therenas][1.1.61] LuaInventory.set_filter() API Doc param error
Replies: 1
Views: 791

[Therenas][1.1.61] LuaInventory.set_filter() API Doc param error

In the API Docs the function LuaInventory.set_filter has the param filter of type string . However I believe it should be string? based on its description for setting a nil value to clear the filter. Page: https://lua-api.factorio.com/latest/LuaInventory.html#LuaInventory.set_filter Param highlighte...
by Muppet9010
Fri Jul 08, 2022 9:54 pm
Forum: Fixed for 2.0
Topic: [boskid][1.1.61] Selection box doesn't handle 8 way rotations correctly when set in a custom entity prototype
Replies: 2
Views: 1087

[boskid][1.1.61] Selection box doesn't handle 8 way rotations correctly when set in a custom entity prototype

When a prototype has a selection_box (possibly also collision_box ?) set to be non centered, this is placed based on the entities 4 main directions (N, E, S, W) cleanly, but for the extra rotations (NE, SE, SW, NW) in an 8 way rotatable entity the offsets are always as if the rotation is north. Exam...
by Muppet9010
Sun Jul 03, 2022 7:26 pm
Forum: Implemented mod requests
Topic: Flag to force prototype placement on rail grid
Replies: 6
Views: 2553

Re: Flag to force prototype placement on rail grid

Yea I hit this as well.
Had to do a whole process to; catch build, review validity, if bad refund and show to player valid placement positions.
Was a bunch of code and added complexity to work around this issue.

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