Search found 46 matches

by jan1i3
Wed Apr 22, 2020 12:21 am
Forum: Resolved Problems and Bugs
Topic: [0.18.19] rail duplication when building curved rail with some damaged rail items
Replies: 1
Views: 1045

[0.18.19] rail duplication when building curved rail with some damaged rail items

What and How When Having 1 undamaged rail At least 3 damaged rails Using the undamaged rail to build a curved rail Then The undamaged rail is used to place the whole curved rail The damaged rails remain unused Which means 3 undamaged rails got duplicated / created out of nothing. 55ldJb4l25.gif Thi...
by jan1i3
Tue Apr 21, 2020 11:39 pm
Forum: Won't implement
Topic: Make LuaEntity.copy_settings raise events
Replies: 4
Views: 573

Re: Make LuaEntity.copy_settings raise events

With more experience now I'd like to retract this request.
I also now saw that i misread RSed's response, and i totally agree
(or rather have no reason).

I don't think i can close it myself, but i personally see it as closed.
by jan1i3
Fri Mar 27, 2020 1:27 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 21138

Re: Friday Facts #340 - Deep desyncs

Good Job on finding those desync bugs, desyncs are somehting else.
I'm happy i haven't had to deal with them... yet ;)
by jan1i3
Tue Feb 25, 2020 8:32 pm
Forum: Won't implement
Topic: Make LuaEntity.copy_settings raise events
Replies: 4
Views: 573

Re: Make LuaEntity.copy_settings raise events

To be 100% accurate, i know you can paste using blueprints, but it felt like a very hacky way to copy settings when there is a literal copy_settings function, so i scrapped that idea.
However i am still open to using this approach.
by jan1i3
Tue Feb 25, 2020 8:26 pm
Forum: Won't implement
Topic: Make LuaEntity.copy_settings raise events
Replies: 4
Views: 573

Re: Make LuaEntity.copy_settings raise events

I didn't know there were multiple ways. My specific usecase would be to have an area paste tool, which is basically just a selection tool, and all selected entities get settings pasted from the current player.copy_source_entity. I wanted it be behave just like the player pasting on the machines, so ...
by jan1i3
Tue Feb 25, 2020 2:25 am
Forum: Won't implement
Topic: Make LuaEntity.copy_settings raise events
Replies: 4
Views: 573

Make LuaEntity.copy_settings raise events

I would like LuaEntity.copy_settings to raise events of some kind for compatability. I can see on_entity_settings_pasted and on_pre_entity_settings_pasted being modified so that player_index is optional, and an optional arg is added to LuaEntity.copy_settings to provide the player who did the copy p...
by jan1i3
Tue Feb 18, 2020 6:48 pm
Forum: Releases
Topic: Version 0.18.7
Replies: 39
Views: 10951

Re: Version 0.18.7

Generally there are good and bad sounds, but as usual the bad ones stick out. I haven't played that much, but with what i'm doing there were only good sounds, except a few and those stuck out. I had a very good experiance, and the only thing that annoyed me was the sound when you click any inventory...
by jan1i3
Fri Feb 07, 2020 3:15 am
Forum: Resolved Problems and Bugs
Topic: [0.18.4] script.active_mods contains mods during mod initialization which have been disabled when loading a save
Replies: 8
Views: 1319

Re: [0.18.4] script.active_mods contains mods during mod initialization which have been disabled when loading a save

Oh I see - yea if you want to reproduce it, you'll have to be in 0.18
The "latest" api is 0.18.4 (currently), so script.active_mods is there
see the 0.17.79 api where it isn't
by jan1i3
Fri Feb 07, 2020 2:17 am
Forum: Resolved Problems and Bugs
Topic: [0.18.4] script.active_mods contains mods during mod initialization which have been disabled when loading a save
Replies: 8
Views: 1319

Re: [0.18.4] script.active_mods contains mods during mod initialization which have been disabled when loading a save

I don't exactly see how what you've said/posted is related. The issue is specific to script.active_mods. Before 0.18 to do conditional requires in the control stage you had to pcall require. With 0.18 came script.active_mods with the purpose of no longer needing pcall, and having the version numbers...
by jan1i3
Thu Feb 06, 2020 4:31 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.4] script.active_mods contains mods during mod initialization which have been disabled when loading a save
Replies: 8
Views: 1319

[0.18.4] script.active_mods contains mods during mod initialization which have been disabled when loading a save

TL;DR When loading a save which had a mod enabled, which is now disabled, it will still be in script.active_mods during mod initialization. Expected script.active_mods should always only have mods in it which are currently active. Example save_info.png error.png ScriptActiveModsIssue/control.lua: i...
by jan1i3
Mon Jan 20, 2020 12:45 am
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.17.79] Wrong events marked as being filterable on the api
Replies: 1
Views: 660

[Rseding] [0.17.79] Wrong events marked as being filterable on the api

Issues The events on_player_mined_item and on_robot_mined are marked as being filterable, but cannot be filtered. The events on_player_mined_entity and on_robot_mined_entity are not marked as filterable, but actually can be filtered. Expected on_player_mined_item and on_robot_mined should not be ma...
by jan1i3
Sun Jan 19, 2020 11:50 pm
Forum: Implemented mod requests
Topic: LuaEntityPrototype :: pickup_position [R] and drop_position [R]
Replies: 6
Views: 700

Re: LuaEntityPrototype :: pickup_position [R] and drop_position [R]

Well, yes I need them too, but positions are just as important. Basically I need everything :P
by jan1i3
Sun Jan 19, 2020 10:11 pm
Forum: Implemented mod requests
Topic: LuaEntityPrototype :: pickup_position [R] and drop_position [R]
Replies: 6
Views: 700

Re: LuaEntityPrototype :: pickup_position [R] and drop_position [R]

Honktown wrote: ↑
Sat Jan 18, 2020 2:15 pm
Not sure what the double is supposed to mean (tiles/tick and degrees/s?).
The units are the ones used here https://wiki.factorio.com/Inserters#Inserter_speed
by jan1i3
Thu Jan 09, 2020 3:01 am
Forum: Implemented mod requests
Topic: LuaEntityPrototype :: pickup_position [R] and drop_position [R]
Replies: 6
Views: 700

LuaEntityPrototype :: pickup_position [R] and drop_position [R]

LuaEntityPrototype :: pickup_position [R] -> Vector … Default position offset where the entity puts its stuff. (see LuaEntity :: pickup_position ) LuaEntityPrototype :: drop_position [R] -> Vector … Default position offset where the inserter will pick up items from. (see LuaEntity :: drop_position ...
by jan1i3
Sat Dec 28, 2019 11:51 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.79] LuaGuiElement switch created in on_player_created broken
Replies: 3
Views: 809

Re: [0.17.79] LuaGuiElement switch created in on_player_created broken

Switches loaded from a save have the exact same issues.

reproduce:
load the example mod
create a new world
add the new switch with the command (see above)
try that switch (tirggers events)
save the game
load that game
try that switch again (does not tirgger events)
by jan1i3
Fri Nov 29, 2019 4:29 pm
Forum: Not a bug
Topic: [0.17.79] Train track start location is incorrect after connected rail pickup
Replies: 4
Views: 550

Re: [0.17.79] Train track start location is incorrect after connected rail pickup

I've always seen this as not a bug. If you are talking about the arrow staying behind even when the source rail has been removed.

Imo it's more of a feature request to have the arrow automatically move back to the previous rail from the source rail (in your case c->b once c is removed)
by jan1i3
Sat Nov 23, 2019 1:39 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.79] LuaGuiElement switch created in on_player_created broken
Replies: 3
Views: 809

[kovarex] [0.17.79] LuaGuiElement switch created in on_player_created broken

* The hitbox of a switch - the area where you click it to change the state - seems to not consider the left_label_caption * The right_label_tooltip seems to be offset somehow so that it simply doesn't appear ever. * The entire width is determined incorrectly, as you can see here WidthWrong.png * The...
by jan1i3
Fri Nov 15, 2019 1:54 pm
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 88
Views: 7997

Re: Breaking change/fix: script.raise_event rework - opinions wanted

Looks like the the best solution would be to validate every events data. issue: implementation. i don't know if you (WUBE) would accept this being like a community effort of a couple of people who are willing to implement this for you (if they exist, even) if yes, then that would be a possible solut...

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