Search found 1025 matches
- 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.
- 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...
- Thu Jan 20, 2022 9:56 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83980
Re: Small documentation improvement requests
-> Added, together with the other changes from 1.1.51.
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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....
- 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...
- 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...
- 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...
- 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...
- 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, ...
- 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...
- 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.
- 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...
- 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...
- 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...