Search found 283 matches

by Muppet9010
Sun Jul 10, 2022 8:39 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 68
Views: 28173

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: 2433

[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 expected, got table

If ...
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: 1043

[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 ...
by Muppet9010
Fri Jul 08, 2022 9:54 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.61] Selection box doesn't handle 8 way rotations correctly when set in a custom entity prototype
Replies: 2
Views: 1790

[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 ...
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: 3485

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.
by Muppet9010
Thu Jun 30, 2022 10:59 pm
Forum: Modding interface requests
Topic: LuaSurface.find_non_colliding_position() and LuaSurface.can_place_entity() to support direction and orientation
Replies: 1
Views: 1057

LuaSurface.find_non_colliding_position() and LuaSurface.can_place_entity() to support direction and orientation

At present there is no way to find a placement location for either a non north direction or a non 0 orientated entity.
Also you can't check buildability of a non 0 orientated entity.

My example is trying to teleport a player's car at its current orientation. However, I can see finding a placement ...
by Muppet9010
Sun May 08, 2022 6:02 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.58] LuaControl.cancel_crafting gives wrong error message for missing argument
Replies: 1
Views: 1100

[1.1.58] LuaControl.cancel_crafting gives wrong error message for missing argument

The below code snippet is invalid as it doesn't have the `count` field in the table argument.

/c
local player = game.player
if player.crafting_queue_size > 0 then
player.cancel_crafting {index =1}
end

However it gives the error message:
Error: 'index': real number expected got nil.

Tested ...
by Muppet9010
Sat Mar 12, 2022 12:19 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.56] Removal/Error of autoplace_specification field from tree LuaEntityPrototype's
Replies: 1
Views: 1387

[1.1.56] Removal/Error of autoplace_specification field from tree LuaEntityPrototype's

In 1.1.55 and before you could obtain the the autoplace_specification from a tree LuaEntityPrototype, but in 1.1.56 this isn't obtainable and it isn't listed as an intentional loss in the 1.1.56 changelog. its also still in current documentation.
https://lua-api.factorio.com/latest ...
by Muppet9010
Sun Feb 27, 2022 7:47 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.55] Can't change artillery wagon's force
Replies: 1
Views: 2613

[1.1.55] Can't change artillery wagon's force

You can't change an artillery wagons force via Lua API script. It accepts the request, but the force doesn't change.

1: Load save: arty wagon force test.zip
2: script to change the force of the player selected entity:
/c
local carriage = game.player.selected
game.print("pre: " .. carriage.force ...
by Muppet9010
Wed Feb 23, 2022 2:30 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.53] Corpse TTL set to uint max vanishes instantly
Replies: 1
Views: 1175

[1.1.53] Corpse TTL set to uint max vanishes instantly

The time_to_live for a character-corpse is listed as uint32. However if you put a max uint32 value the corpse vanishes instantly.
https://wiki.factorio.com/Prototype/CharacterCorpse#time_to_live
Assume the same issue exists for regular corpse.

In my testing I found that the vanishing is somewhere ...
by Muppet9010
Wed Feb 09, 2022 8:26 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 68
Views: 28173

Re: New API Docs website

On the main page (https://lua-api.factorio.com/latest/index.html) the Classes header isn't clickable, but the Events header further down the page is.
Capture.PNG
Capture.PNG (63.97 KiB) Viewed 6258 times
There is the Classes page that I assume the header should link to: https://lua-api.factorio.com/latest/Classes.html
by Muppet9010
Thu Jan 27, 2022 5:10 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.53] Crash connecting rolling stock to neighbour while its being removed (on_train_created)
Replies: 2
Views: 3009

[boskid][1.1.53] Crash connecting rolling stock to neighbour while its being removed (on_train_created)

If you interact with a train carriage that is mid removal and get it to re-connect to another carriage you can crash the game. The on_train_created event gives you access to this mid removal stage.

Logic:
remove a locomotive from a 2 entity train. The game has to disconnect the loco first before ...
by Muppet9010
Mon Jan 03, 2022 8:12 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods
Replies: 6
Views: 4603

Re: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods

thanks Boskid :D
raised to the Comfy scenario devs in case there is anything odd on their side this flags :)
by Muppet9010
Mon Jan 03, 2022 2:34 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods
Replies: 6
Views: 4603

Re: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods

reproduction steps from a clean copy of the scenario following the usage path the server hosting player did in my previous error case.
Please note I am not the owner of the scenario, Comfy is.

This looks to be related to downloading a scenario from an MP game is somehow getting in to the weird map ...
by Muppet9010
Mon Jan 03, 2022 11:55 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods
Replies: 6
Views: 4603

Re: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods

Ignore this post - see 3rd post with new simpler reproduction steps.

edit: this occurs with just starting the scenario, no mods required it seems.
scenarios.zip


New Game > User scenarios > Chronosphere

Didn't want to edit original post as I see Boskid has claimed it in title.


factorio ...
by Muppet9010
Mon Jan 03, 2022 11:40 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods
Replies: 6
Views: 4603

[boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods

Ignore this post - see 3rd post with new simpler reproduction steps.

When I load the below save based on a scenario and mods everything is fine, however, when I click to Restart the map Factorio hard crashes.
30.413 Error RollingStock.cpp:996: Internal error in RollingStock ...
by Muppet9010
Sat Dec 18, 2021 1:33 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.48] Ghost fast replace rotation oddness
Replies: 2
Views: 2849

[Lou][1.1.48] Ghost fast replace rotation oddness

Issue: a player can fast replace an entity over itself with a different rotation, but a ghost placed over an entity with fast replace and a different rotation is set back to the original rotation.
https://gfycat.com/diligentblackandwhitehoiho

1: place steam engine facing north.
2: hold steam ...
by Muppet9010
Mon Dec 13, 2021 2:29 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 68
Views: 28173

Re: New API Docs website

The process that a mod makes a request via the API (either function or to get/set a field) would be helpful. I got the below answer via Discord from Bilka that all LuaObject instances returned to my mod from the API have 0 field data. So for UPS optimised mods we should really be caching every field ...
by Muppet9010
Wed Sep 01, 2021 7:30 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 68
Views: 28173

Re: New API Docs website

For some reason loading the factorio website and the new API docs web pages on my phone is really slow. Even when loaded scrolling is really slow.
It's not the newest phone I will admit, but it's fine on other websites like the old Api docs, BBC news, Twitter, etc.
by Muppet9010
Tue Jun 29, 2021 10:00 am
Forum: Modding interface requests
Topic: LuaTrain kill_count and killed_players be writable
Replies: 0
Views: 994

LuaTrain kill_count and killed_players be writable

It would be helpful if the LuaTrain.kill_count and LuaTrain.killed_players attributes were writable like LuaEntity.kills is.

I have a mod that manipulates trains and this can lead to the "older" train being removed and losing the kills details with it. I would like to be able to cache these details ...

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