Search found 1025 matches

by Honktown
Mon Jan 24, 2022 6:42 am
Forum: Modding interface requests
Topic: Disable World Map via API using GameViewSettings and Event
Replies: 1
Views: 785

Re: Disable World Map via API using GameViewSettings and Event

There was also discussed, a possibility of using a permission for it. Even with *every* permission disabled, map opening is still permitted.
by Honktown
Fri Jan 21, 2022 10:17 pm
Forum: Documentation Improvement Requests
Topic: SelectedPrototypeData could use some details
Replies: 0
Views: 99

SelectedPrototypeData could use some details

https://lua-api.factorio.com/1.1.53/Concepts.html#SelectedPrototypeData SelectedPrototypeData could use some details table SelectedPrototypeData Fields base_type :: string E.g. "entity". derived_type :: string E.g. "tree". name :: string E.g. "tree-05". I have to guess...
by Honktown
Thu Jan 20, 2022 9:56 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83980

Re: Small documentation improvement requests

[code]protected_from_tile_building[/code] is missing from the wiki

-> Added, together with the other changes from 1.1.51.
by Honktown
Tue Jan 18, 2022 9:53 am
Forum: Not a bug
Topic: [1.1.50] Crash with set_chunk_generated_status() + chunk position too big
Replies: 1
Views: 654

[1.1.50] Crash with set_chunk_generated_status() + chunk position too big

1) What'd you do? Accidentally put a too-large chunk-position into set_chunk_generated_status(). 2) What happened? 26.197 Error Chunk.cpp:728: Trying to make chunk at unreasonable position [31249, 999999] 3) Expected? Soft error. Reproduction: /c local player = game.player local surface = player.sur...
by Honktown
Thu Jan 13, 2022 2:07 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83980

Re: Small documentation improvement requests

https://lua-api.factorio.com/latest/Concepts.html#LuaPostEntityDiedEventFilter: Fields filter :: string The condition to filter on. One of "type" This looks incomplete -- perhaps somebody removed the rest of the sentence accidentally? That's the automation of the docs. If you look at the ...
by Honktown
Sun Dec 26, 2021 9:17 pm
Forum: Ideas and Suggestions
Topic: Small-ish change: scrollable /editor
Replies: 2
Views: 844

Small-ish change: scrollable /editor

A resolution of 1920x1080 and 125% UI Scale is enough to make the selection window at the bottom of the /editor pane very restricted, and pushes "Areas and positions" checkboxes off screen. With mods that add extra crafting categories, the selection window is almost guaranteed to be pushed...
by Honktown
Thu Dec 23, 2021 5:41 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83980

Re: Small documentation improvement requests

Compared to the documentation, it appears the behavior of on_gui_closed may have changed without notice https://lua-api.factorio.com/1.1.50/events.html#on_gui_closed Emphasis: "This is only called if the player explicitly closed the GUI." and this does not seem to be the case. I'm playing...
by Honktown
Sat Dec 04, 2021 9:52 pm
Forum: Not a bug
Topic: [1.1.46] Pumps not fast-replaceable with pipes and vice-versa
Replies: 7
Views: 2146

Re: [1.1.46] Pumps not fast-replaceable with pipes and vice-versa

Didn't there used to be an start-up error if fast-replaceable entities weren't the same size? (or close) I see the problem as it can replace the first entity, but collides with another. Even if it "could" replace the other one, it is an exception that *might* only work with pipes (a big as...
by Honktown
Sat Dec 04, 2021 8:42 pm
Forum: Duplicates
Topic: [1.1.48] migration crash electric pole -> simple-entity-with-force
Replies: 1
Views: 1028

[1.1.48] migration crash electric pole -> simple-entity-with-force

Set-up: power_pole_bug.jpg Start of error: power_pole_migration_crash.log Only code used: if true then local sep = data.raw["electric-pole"]["small-electric-pole"] data.raw["electric-pole"]["small-electric-pole"] = nil sep.type = "simple-entity-with-force...
by Honktown
Thu Dec 02, 2021 9:33 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.48] mods - small bug in fill-barrel empty-barrel tint logic
Replies: 1
Views: 2185

[Genhis] [1.1.48] mods - small bug in fill-barrel empty-barrel tint logic

If a fluid has the base_color or flow_color property specified with indexed numbers e.g. { 151, 0, 147 }, the barrel is tinted with an alpha channel using a, which breaks the coloring. Specifically, in base/data-updates.lua, line 59: local side_tint = util.table.deepcopy(fluid.base_color) side_tint....
by Honktown
Wed Nov 24, 2021 7:55 pm
Forum: Modding interface requests
Topic: create projectile with source (cause) entity and force modifiers
Replies: 0
Views: 684

create projectile with source (cause) entity and force modifiers

A projectile created can't have a `cause` applied which appears in the on_entity_damaged/died event, and while the projectile can have a force applied, it doesn't propagate force modifiers (specifically damage). In my case, the projectile is a script-created grenade. A player force can be applied, b...
by Honktown
Thu Nov 04, 2021 3:05 am
Forum: Minor issues
Topic: [1.1.45] *current* game.map_settings factors persist after restart
Replies: 4
Views: 1730

Re: [1.1.45] *current* game.map_settings factors persist after restart

What do you mean with "restart"? Explain exactly what you do please. Hit escape. Click "Restart". I forgot to mention what I thought should happen: The game restarts with the settings used at creation (New Game or otherwise). Doesn't make sense in my opinion, to restart with cur...
by Honktown
Thu Nov 04, 2021 2:37 am
Forum: Minor issues
Topic: [1.1.45] *current* game.map_settings factors persist after restart
Replies: 4
Views: 1730

[1.1.45] *current* game.map_settings factors persist after restart

To reproduce: 1) start freeplay 2)run command (twice because of the command warning) : /c game.map_settings.enemy_evolution.time_factor = game.map_settings.enemy_evolution.time_factor * 2 game.print(game.map_settings.enemy_evolution.time_factor) 3) restart, run the command again. Each restart + comm...
by Honktown
Wed Oct 27, 2021 3:14 pm
Forum: Bug Reports
Topic: [1.1.41] Redundant power pole placed while building
Replies: 6
Views: 3237

Re: [1.1.41] Mysterious extra power pole placed while building

In my experience mouse switches fail way too often . Mind humoring me and trying a site like https://www.onlinemictest.com/mouse-test/ ? Not the most accurate test, but if you see an unexpected change in the left click while left clicking then it would be the mouse. Moving the finger around the butt...
by Honktown
Thu Oct 21, 2021 3:52 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83980

Re: Small documentation improvement requests

A note on get_fluid_count() and get_fluid_contents() where defined, that they do not capture temperature details, and fluidboxes should be used directly [in the cases where temperature is relevant]. Related to: https://forums.factorio.com/viewtopic.php?f=221&t=100323 -> Appreciate the context, ...
by Honktown
Thu Oct 21, 2021 3:47 pm
Forum: Assigned
Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
Replies: 18
Views: 8620

Re: [kovarex] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint

So what is the solution or work around for this then? Any ideas? Should mods leave all hidden entities blueprintable and included in the blueprint and not have any proxy objects at all? There seems to be no way to convert placed entities into proxy objects and preserve their data when updating a bl...
by Honktown
Thu Oct 21, 2021 3:43 pm
Forum: Implemented mod requests
Topic: bar_width during control
Replies: 2
Views: 1296

bar_width during control

A progressbar element cannot have the bar_width changed in control. This precludes scaling existing bars, or having many bars at different scale without creating prototypes for each.
by Honktown
Tue Oct 19, 2021 7:33 pm
Forum: Won't implement
Topic: Return temperature with get_fluid_contents
Replies: 1
Views: 1155

Return temperature with get_fluid_contents

It's not uncommon for a mod to use LuaEntity.get_fluid_contents() and inadvertently need to be patched later because of temperatures. I'd like to request temperature be returned as a second argument, or at least, indicate that temperatures may matter and the function "doesn't completely describ...
by Honktown
Mon Oct 18, 2021 7:12 pm
Forum: Already exists
Topic: Rendering to accept players visibility with [index] = true table
Replies: 4
Views: 1563

Re: Rendering to accept players visibility with [index] = true table

Hmm, I think you can just use a map of `[index] = index`, which would be performant enough and easy to maintain Thanks for the reply. With your hint, I tried with a numbered key, and with a string - both work (assumed you were offering a player index used twice). Edit: also I think I didn't realize...
by Honktown
Mon Oct 18, 2021 5:35 am
Forum: Already exists
Topic: Rendering to accept players visibility with [index] = true table
Replies: 4
Views: 1563

Re: Rendering to accept players visibility with [index] = true table

Turns out I can't use force *and* players to restrict only to those players on a certain force... I still have to build the table anyway. I guess there's 2 API requests, players-as-dictionary and filterable by force (even only filtered by a single force would be enough - an optional me-and-us-vs-the...

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