If you change some pathfinder settings while the game is doing a pathfind it will desync. Encountered in an MP game, but reproduced in SP with heavy mode enabled.
This was encountered in an MP game as we had a long queue of path requests due to many layers of wall around the base and artillery ...
Search found 285 matches
- Sat Dec 03, 2022 6:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.73] Desync when changing pathfinder settings mid path searching
- Replies: 1
- Views: 3210
- Thu Nov 17, 2022 9:51 pm
- Forum: Minor issues
- Topic: [1.1.72] If 2 car entities are on top of each other the player can't get out
- Replies: 1
- Views: 1449
[1.1.72] If 2 car entities are on top of each other the player can't get out
When 2 cars are created on top of each other and the player is driving one of them things go a bit odd when trying to leave. I appreciate this is an odd situation, but encountered when modding and swapping a vehicle a player was in for another one and wanting to eject the player during this process ...
- Thu Nov 17, 2022 8:30 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 153514
Re: Documentation Improvement Requests
The LuaEntity.set_driver() and LuaEntity.set_passenger() both list the parameter as mandatory in its type, but in description it lists the valid use of nil .
Noticed as Sumneko flags the discrepency.
https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.set_driver
-> Good catch, thanks ...
Noticed as Sumneko flags the discrepency.
https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.set_driver
-> Good catch, thanks ...
- Sat Nov 05, 2022 12:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.70] Single water tile edging weird on border of 2 land tiles
- Replies: 1
- Views: 2084
[1.1.70] Single water tile edging weird on border of 2 land tiles
When you have a border between 2 different land tile types and then place a single tile of water just inside this border the water tiles edge graphics goes odd.
Save with issue demonstrated:
Save with issue demonstrated:
- Thu Nov 03, 2022 10:50 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 153514
Re: Documentation Improvement Requests
The properaty_names argument that LuaSurface.calculate_tile_properties() takes is a little sparse on what property names it actually takes. The example is height , but doing a search in the API docs of height didn't return an obvious list of the property strings I could provide it.
https://lua-api ...
https://lua-api ...
- Wed Nov 02, 2022 12:25 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 153514
Re: Small documentation improvement requests
The Factorio wiki description on an EnergySource for the Electric Energy Source is a bit misleading. When flagged in a discord chat Bilka requested it was raised here as a reminder for future clarification.
https://wiki.factorio.com/Types/EnergySource#buffer_capacity
Area of concen: Shouldn't ...
https://wiki.factorio.com/Types/EnergySource#buffer_capacity
Area of concen: Shouldn't ...
- Fri Oct 14, 2022 11:21 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 153514
Re: Small documentation improvement requests
LuaEntity.damage() says that the type and dealer are optional. However, if you actually provide nil to either of these you get an error. They are optional in the sense that you don't have to provide those arguments.
This means to provide a dealer argument value you have to provide a type argument ...
This means to provide a dealer argument value you have to provide a type argument ...
- Fri Sep 02, 2022 1:20 am
- Forum: Implemented mod requests
- Topic: Expose `fluid-turret` mandatory properties as read-only in LuaEntityPrototype
- Replies: 1
- Views: 1098
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 ...
- 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: 1459
[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 ...
- 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: 2684
[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 = { "light" },
scale = 2,
width = 200 ...
data.raw["projectile"]["rocket"].light = {
type = "oriented",
picture = {
filename = "__core__/graphics/light-cone.png",
priority = "extra-high",
flags = { "light" },
scale = 2,
width = 200 ...
- Sat Aug 13, 2022 6:53 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 153514
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". With at least "speed ...
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". With at least "speed ...
- Thu Aug 11, 2022 11:23 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 153514
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 ...
https://lua-api.factorio.com/latest/LuaControl.html#LuaControl.mining_state
The warning ...
- Thu Aug 04, 2022 3:11 pm
- Forum: Documentation Improvement Requests
- Topic: Alignments in rendering are unclear
- Replies: 8
- Views: 2647
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 usage ...
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 usage ...
- 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: 3070
[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 ...
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 ...
- Wed Aug 03, 2022 5:16 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 153514
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 ...
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 ...
- Sun Jul 31, 2022 12:36 am
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype follows_player missing
- Replies: 1
- Views: 919
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 ...
Data stage: https://wiki.factorio.com/Prototype/CombatRobot#follows_player
Runtime class I'd hope/expect the field is added to ...
- Fri Jul 29, 2022 2:28 pm
- Forum: Implemented mod requests
- Topic: AmmoType to expose missing fields
- Replies: 1
- Views: 1389
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 ...
https://wiki ...
- Fri Jul 22, 2022 1:44 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 153514
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 ...
This difference appears more when using Sumneko for typing or that it implies to the modder they need to floor ...
- Fri Jul 15, 2022 10:04 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 153514
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 ...
https://lua-api.factorio.com/latest/LuaItemPrototype.html#LuaItemPrototype.get_ammo_type ...
- Wed Jul 13, 2022 1:12 pm
- Forum: Mod portal Discussion
- Topic: Results: 2022 Mod Portal Survey
- Replies: 6
- Views: 7018
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 ...
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 ...