Search found 278 matches
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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: ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
In this example as seen by the saves map version and Mods > base version.
- 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
- 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...
- 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...
- 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...
- 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.
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.