Search found 1033 matches

by Honktown
Sun Jul 02, 2023 5:13 pm
Forum: Modding interface requests
Topic: Using LuaSurface.find_nearest_enemy* with min_distance
Replies: 6
Views: 1068

Re: Using LuaSurface.find_nearest_enemy* with min_distance

For the "find within circular radius" part, find_entities_filtered can take only a radius and position, and the enemies of the force can be gotten by using force.is_enemy() against game.forces, and is_military_target ... and more logic for minimum, supposing An alternative is a turret. The...
by Honktown
Sun Jun 25, 2023 9:33 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 97598

Re: Documentation Improvement Requests

https://lua-api.factorio.com/1.1.83/LuaEntityPrototype.html#LuaEntityPrototype.running_speed [code] running_speed :: double? Read The current movement speed of this character, including effects from exoskeletons, tiles, stickers and shooting. Can only be used if this is Character [/code] This is a ...
by Honktown
Tue May 30, 2023 2:58 am
Forum: Technical Help
Topic: Render in native screen resolution
Replies: 1
Views: 611

Render in native screen resolution

Does render-in-native-resolution=false do anything? I was hoping to get to choose a rendering resolution but nope.
by Honktown
Sat May 20, 2023 4:57 pm
Forum: Fixed for 2.0
Topic: [1.1.80] "Open character logistics" key not working properly in multiplayer
Replies: 2
Views: 982

Re: [1.1.80] "Open character logistics" key not working properly in multiplayer

Adding: this doesn't happen in multiplayer if you're hosting the game, but does if you join a game.
by Honktown
Sat May 20, 2023 4:43 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 97598

Re: Documentation Improvement Requests

https://lua-api.factorio.com/1.81/Conce ... Parameters
LogisticParameters is missing the nil interpretations. min is 0 by default, and max is infinite


-> Thanks, added to the docs with 1.1.102.
by Honktown
Sat May 20, 2023 4:39 pm
Forum: Fixed for 2.0
Topic: [1.1.80] set_request_slot does not allow a count of 0
Replies: 3
Views: 1167

Re: [1.1.80] set_request_slot does not allow a count of 0

set_request_slot is for requester chests, which can't auto-trash. It's more of a bug that the function works on non-requesters, though it's probably there for legacy reasons. https://lua-api.factorio.com/1.1.80/LuaControl.html#LuaControl.set_vehicle_logistic_slot --> LogisticParameters :: table Tabl...
by Honktown
Sat May 20, 2023 4:30 pm
Forum: Not a bug
Topic: Slight offsetting of resource graphics for no reason
Replies: 1
Views: 567

Slight offsetting of resource graphics for no reason

Having a resource without shift or anything results in graphically shifted autoplace entities Example: local stages = data.raw.resource["crude-oil"].stages stages.sheet = { width = 124, height = 132, filename = "__base__/graphics/entity/crash-site-spaceship/spaceship-wreck-big-2.png&q...
by Honktown
Fri May 19, 2023 12:10 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 97598

Re: Documentation Improvement Requests

LuaGameScript.get_entity_by_tag - what does it do? That's for getting a tag set by clicking an entity and entering a tag while in `/editor` or Map Editor. Related, from Discord discussions: [code]boskid — 06/24/2022 2:14 AM value from "entity tag" inside of AdditionalEntityInfoGui will be...
by Honktown
Sun Apr 23, 2023 5:56 pm
Forum: Documentation Improvement Requests
Topic: LuaSurface.find_tiles_filtered needs more detail
Replies: 1
Views: 355

Re: Documentation Improvement Requests

find_tiles_filtered A small request for clarification on "force". Tiles don't have forces, and a tile ghost is a LuaEntity (as well as a decon proxy). Is force used in the context of returning tile ghosts, tiles with deconstruction proxies? -- edit (boskid): Note: `force` parameter is onl...
by Honktown
Sat Apr 15, 2023 6:40 am
Forum: Modding interface requests
Topic: Request: module_specification.allowed_module_categories
Replies: 12
Views: 4624

Re: Request: module_specification.allowed_module_categories

Clever use of already existing module information... Came to request an "allowed_on" type table/flags, but this is more consistent with how the API already works (module category already exists, and comparing crafting_categories, that is *categorical*, not a list of machines_that_can_craft...
by Honktown
Sat Apr 01, 2023 9:29 am
Forum: Modding discussion
Topic: Gears for achievement graphics, please
Replies: 4
Views: 1463

Re: Gears for achievement graphics, please

Hi, I've stumbled over More Achievements which adds achievement graphics. Credit to Bilka for some of the art and keeping the mod up to date for 0.17. A folder called graphic bases exists in the source repository but maybe you should ask Bilka for permission if you want to use them? They are usable...
by Honktown
Sat Mar 25, 2023 2:40 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 97598

Re: Documentation Improvement Requests

tile-ghost is missing from LuaSurface.create_entity [1.1.78]

-> Thanks, noted in 1.1.110.
by Honktown
Sat Mar 25, 2023 1:44 am
Forum: Resolved Problems and Bugs
Topic: [1.1.78] inserting regular items [via code] into a blueprintbook LuaInventory crashes the game
Replies: 1
Views: 1474

[1.1.78] inserting regular items [via code] into a blueprintbook LuaInventory crashes the game

What happened: Game crash upon inserting 'regular' item into Blueprint Book inventory Reproduction: /c local player = game.player local cursor = player.cursor_stack cursor.set_stack("blueprint-book") local inv = cursor.get_inventory(defines.inventory.item_main) local inserted = inv.insert(...
by Honktown
Sat Mar 25, 2023 12:45 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.78] using a force_index for surface.find_entities_filtered is an error
Replies: 1
Views: 1545

[boskid][1.1.78] using a force_index for surface.find_entities_filtered is an error

Subject says it all: using a force_index for surface.find_entities_filtered is an error: "bad argument #3 of 3 to 'find_entities_filtered' (string expected, got number)" These do not work: surface.find_entities_filtered{force = 3} surface.find_entities_filtered{force = {player.force, 3}} T...
by Honktown
Fri Mar 24, 2023 10:03 am
Forum: Modding discussion
Topic: The player.opened/on_gui_closed mechanism is unreliable
Replies: 2
Views: 1077

Re: The player.opened/on_gui_closed mechanism is unreliable

One way to prevent this is to check the player controller before making the GUI to open. Another option is to check if player.opened == the element which was just assigned. Theoretically, there is no "perfect" way to detect an element closes, or is even *destroyed*, considering any mod can...
by Honktown
Fri Mar 24, 2023 9:53 am
Forum: Modding discussion
Topic: Gears for achievement graphics, please
Replies: 4
Views: 1463

Gears for achievement graphics, please

I'd like to request "official" versions of the gears used in achievements, for modders to use. They're baked into game graphics, so as far as it seems, the only way to "get them" would be to compose pieces from different achievements and hope. If modders could just have some grap...
by Honktown
Wed Mar 22, 2023 1:35 am
Forum: Fixed for 2.0
Topic: [1.1.78] Minor bug with GUI Inspector + Undo button
Replies: 1
Views: 776

[1.1.78] Minor bug with GUI Inspector + Undo button

Expectation:
1) turn on GUI inspector, do anything that can be undone
2) Inspect the Undo button
3) shows button style

What happens:
3) shows Undo tooltip, without background frame

If all the undo's are undone, the inspector works
undo_inspection.jpg
undo_inspection.jpg (67.12 KiB) Viewed 776 times
by Honktown
Wed Mar 22, 2023 1:16 am
Forum: Bug Reports
Topic: [1.1.78] excessive intermediate recipe counts as "crafted"
Replies: 1
Views: 967

[1.1.78] excessive intermediate recipe counts as "crafted"

Expectation: If I don't have enough of an intermediate craft, orange is shown (unsatisfied but craftable) What happens: If the *excess* of an intermediate craft satisfies the requirement, it counts as crafted? data.raw.recipe["iron-gear-wheel"].normal.result_count = 2 mod: crafting_overflo...
by Honktown
Sat Mar 18, 2023 10:44 pm
Forum: This Forum
Topic: to request my own thread be moved
Replies: 4
Views: 1626

Re: to request my own thread be moved

Thanks!
by Honktown
Sat Mar 18, 2023 10:37 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.77] [modded] inserter stack_size_bonus = 4294967295 crash
Replies: 1
Views: 2039

[1.1.77] [modded] inserter stack_size_bonus = 4294967295 crash

What I did: data.raw["inserter"]["burner-inserter"].stack_size_bonus = 4294967295 What I expected: Error: "stack_size_bonus must be smaller than or equal to 254.000000" (1 + 254) = 255, same error writing the force inserter bonus What happened: situation 1) inserter sho...

Go to advanced search