Search found 1024 matches

by Honktown
Tue Sep 20, 2022 12:13 am
Forum: Modding interface requests
Topic: [1.1.69] not-modded luasurface.get_tile() returns invalid tile
Replies: 7
Views: 1296

[1.1.69] not-modded luasurface.get_tile() returns invalid tile

If a tile is in a chunk that's not generated(?) get_tile returns an invalid tile:
1) start new game

Code: Select all

/c
local tile = game.player.surface.get_tile(1000, 0)
game.print(tile.name)
Expectation: The game should not return invalid objects. No tile (new change) or valid tile should be the only returns?
by Honktown
Sun Sep 11, 2022 7:17 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83702

Re: Small documentation improvement requests

Could the "style" of LuaGuiElement.add{} have a little more explanation?
[code]
style
:: string?

Style of the child element.
[/code]
vs e.g.
[code]
style
:: string?

Name of a style prototype to apply to the new element.
[/code]


-> Sure thing, added for 1.1.70.
by Honktown
Fri Sep 02, 2022 1:17 am
Forum: Wiki Talk
Topic: Bunch of errors 2022/09/21
Replies: 7
Views: 2444

Bunch of errors 2022/09/21

Getting some random errors on the wiki... First it started with page layouts not working or errors at the very top of the page Then I made an edit, it worked (checking after), but I got a page of these two errors: wiki error.png In the subsequent image, the top error is repeated many times, and the ...
by Honktown
Wed Aug 24, 2022 6:26 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83702

Re: Small documentation improvement requests

math.random() could use a tiny bit more description. A uniqueness of Factorio's math.random seems to be that Factorio will handle math.random(double, double) when either double has a decimal component, by flooring (flooring to the next representable double integer, I guess?). Contrast with the 5.2 ...
by Honktown
Wed Aug 24, 2022 2:58 am
Forum: Fixed for 2.0
Topic: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
Replies: 10
Views: 2249

Re: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output

(Also boiler.energy_consumption should be called boiler.power_consumption since it's in "W" = "J/s" and not "J".) Pedantically, it's accurate. Power is an abstract concept that can't be measured or represented as being a property in a single instant, but energy is. The...
by Honktown
Tue Aug 23, 2022 10:53 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83702

Re: Small documentation improvement requests

I had confusion over on_pre_player_mined_item vs on_player_mined_entity: 1.1.68: [code]Called when the player finishes mining an entity, before the entity is removed from map.[/code] vs [code]Called after the results of an entity being mined are collected just before the entity is destroyed. After ...
by Honktown
Tue Aug 23, 2022 9:33 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83702

Re: Small documentation improvement requests

get active entities count is missing a single n on given:

Code: Select all

surface
:: SurfaceIdentification?

    If give, only the entities active on this surface are counted.
-> Indeed, thanks, fixed for 1.1.70.
by Honktown
Mon Aug 22, 2022 9:01 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.68] modding-related bug with un-registering filtered events
Replies: 1
Views: 2354

[1.1.68] modding-related bug with un-registering filtered events

Expectation: unregistering multiple events at a time with local events = {defines.events.on_pre_player_mined_item, defines.events.on_robot_pre_mined} script.on_event(events, nil)] would remove event filters, and be the same as de-registering events separately. What happens: Unregistering multiple ev...
by Honktown
Sat Aug 20, 2022 2:09 am
Forum: Resolved Problems and Bugs
Topic: [1.1.67] modding related, flashlight enable/disable on LuaPlayer
Replies: 1
Views: 2443

[1.1.67] modding related, flashlight enable/disable on LuaPlayer

Under Luaplayer, enable_flashlight() and disable_flashlight() are listed, but do nothing. is_flashlight_enabled does translate from a character entity (and seems to return true always when there is no character e.g. editor). enable and disable flashlight work as expected on a character entity. https...
by Honktown
Sat Aug 20, 2022 1:56 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83702

Re: Small documentation improvement requests

https://lua-api.factorio.com/1.1.67/LuaControl.html#LuaControl.disable_flashlight This doesn't work on a player, only an entity, and presumably only a character? It'd be worth documenting imo, but I'm not sure if it was supposed to work on players and it not working now is a bug. (Edit: it's listed...
by Honktown
Sat Jul 30, 2022 3:51 am
Forum: Fixed for 2.0
Topic: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
Replies: 10
Views: 2249

[1.1.63] modding related - boilers take energy and consumption from input fluid, not output

boiler_input_not_output_0.0.1.zip --2e6 / (1e3 * 500) = (2/5)e1 = 4 units/s data.raw.boiler.boiler.target_temperature = 500 data.raw.boiler.boiler.energy_consumption = "2MW" data.raw.fluid["steam"].heat_capacity = "1KJ" data.raw.fluid["steam"].default_tempera...
by Honktown
Tue Jul 26, 2022 1:24 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83702

Re: Small documentation improvement requests

It is a thing that get_tile takes a position, and is not labelled so. Good find. lol it is a half-nevermind: Note The input position params can also be a single tile position. The documentation type isn't multiple, like with script.on_event , but it's literally noted. Lacking the type in the docume...
by Honktown
Tue Jul 26, 2022 1:08 am
Forum: Documentation Improvement Requests
Topic: Events don't document when player_index is nil
Replies: 1
Views: 189

Re: Small documentation improvement requests

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 th...
by Honktown
Mon Jul 25, 2022 6:30 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.61] Zooming in/out breaks at higher game speeds
Replies: 2
Views: 2284

[1.1.61] Zooming in/out breaks at higher game speeds

(All testing in single-player, I use page-up / page-down to zoom) Zoom controls stop working when zoom reaches 1 at higher game speeds. While the autosave gui is open , the controls work again, allowing "freedom" from the stuck zoom, but then it will get stuck again if it becomes 1. Reprod...
by Honktown
Tue Jul 19, 2022 1:00 am
Forum: Resolved Requests
Topic: What to do when correct information is reverted?
Replies: 5
Views: 2342

Re: What to do when correct information is reverted?

P.s.: As for finally responding to the talk page, it took three weeks after reverting to provide the reason, to which I can say, yes, you are right. Only took three weeks and complaining on the forum.
by Honktown
Tue Jul 19, 2022 12:47 am
Forum: Resolved Requests
Topic: What to do when correct information is reverted?
Replies: 5
Views: 2342

Re: What to do when correct information is reverted?

I do however recall a pm exchange with you where I explained the edit, you did not reply further. What is the proper reply further to incorrect information? If you do not understand when you are wrong, what is the correct action to take? That is what this thread is about. I would like to state that...
by Honktown
Mon Jul 04, 2022 2:26 am
Forum: Resolved Problems and Bugs
Topic: [1.1.61] modded "item-with-inventory" with "dynamic" inventory size: GUI crashes
Replies: 2
Views: 1914

Re: [1.1.61] modded "item-with-inventory" with "dynamic" inventory size: GUI crashes

This is the initial inventory that can trigger both errors:
initial_inventory.png
initial_inventory.png (60.22 KiB) Viewed 1913 times
by Honktown
Mon Jul 04, 2022 2:24 am
Forum: Resolved Problems and Bugs
Topic: [1.1.61] modded "item-with-inventory" with "dynamic" inventory size: GUI crashes
Replies: 2
Views: 1914

[1.1.61] modded "item-with-inventory" with "dynamic" inventory size: GUI crashes

dynamic-item-with-inventory_0.0.1.zip One line: data.raw["item-with-inventory"]["item-with-inventory"].inventory_size = "dynamic" Expectation: Not crash. Probably not valid in the prototype phase (inventory_size = "dynamic" is used by the blueprint book, but ...
by Honktown
Fri Jul 01, 2022 8:13 am
Forum: Resolved Requests
Topic: What to do when correct information is reverted?
Replies: 5
Views: 2342

What to do when correct information is reverted?

So far, there have been two reverts to additions I have made: 1) Longer ago, I clarified on Types/Color that the alpha channel is increasing opacity , not transparency. That is the standard usage, and Factorio even gives examples in e.g. Types/Blendmode, where the normal blendmode requires the alpha...
by Honktown
Mon Jun 20, 2022 8:26 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83702

Re: Small documentation improvement requests

Huh, ok. They're there for me, for all the screenshots without. Sorry if I interrupted someone in the middle of it. -> This was a caching issue, entity with owner of course also applies to the derived classes. The caching should be fixed with the update of the wiki software (we cleared the cache at...

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