Search found 888 matches
- Tue Oct 19, 2021 7:33 pm
- Forum: Won't implement
- Topic: Return temperature with get_fluid_contents
- Replies: 1
- Views: 498
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: Modding interface requests
- Topic: Rendering to accept players visibility with [index] = true table
- Replies: 4
- Views: 686
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: Modding interface requests
- Topic: Rendering to accept players visibility with [index] = true table
- Replies: 4
- Views: 686
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...
- Mon Oct 18, 2021 2:23 am
- Forum: Modding interface requests
- Topic: Rendering to accept players visibility with [index] = true table
- Replies: 4
- Views: 686
Rendering to accept players visibility with [index] = true table
I'm currently writing a mod where I would like visibility of a rendered object to be enabled/disabled as a player option. There's no difficulty with this, except there is a slightly bothersome interface: the player visibility in rendering functions. I can store player visibility as a table local to ...
- Sat Oct 16, 2021 4:34 pm
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 244
- Views: 27982
Re: Small documentation improvement requests
Settings aren't really documented at all, which may be more of the "confusion". The only page is: https://wiki.factorio.com/Tutorial:Mod_settings . With regards to data and data:extend, extend is a function you can see in core/lualib/dataloader.lua (it is nothing magical, just puts stuff ...
- Sat Oct 16, 2021 9:16 am
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 244
- Views: 27982
Re: Small documentation improvement requests
Not 100% sure it belongs to that page, but I can confirm settings are accessible in data.raw (from the setting stage at least). But it's nowhere to be seen in https://wiki.factorio.com/Data.raw example in settings-updates.lua: data.raw["bool-setting"]["Schall-VS-XL-t2-enable"].o...
- Sat Oct 16, 2021 1:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.42] electric drill with nil module_spec can't be opened
- Replies: 1
- Views: 1265
[Genhis] [1.1.42] electric drill with nil module_spec can't be opened
data.raw["mining-drill"]["electric-mining-drill"].module_specification = nil That is enough to expose bad, and potentially mod-breaking behavior: 1) with vanilla, the circuit settings are inaccessible. Default behavior of reading what is under the miner is all that can occur. 2)...
- Tue Sep 28, 2021 3:46 am
- Forum: Modding interface requests
- Topic: LuaEntity.copy_settings() to raise paste events without player
- Replies: 0
- Views: 311
LuaEntity.copy_settings() to raise paste events without player
https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.copy_settings copy_settings only raises on_pre_entity_settings_pasted and on_entity_settings_pasted when a player is passed. It would seem fitting to permit the player value to be optional in the events, and have copy_settings raise paste ...
- Mon Sep 27, 2021 8:37 pm
- Forum: Technical Help
- Topic: server settings json option for authserver bans?
- Replies: 2
- Views: 496
- Sun Sep 26, 2021 8:24 pm
- Forum: Technical Help
- Topic: server settings json option for authserver bans?
- Replies: 2
- Views: 496
server settings json option for authserver bans?
A few people have asked about a server-settings.json to enable authserver bans. Only option appears to be enabling it from the in-game create server options.
1) Is there one? 2) could it be added to server-settings.example.json ?
(if this is the wrong subforum, wouldn't mind reposting / being moved)
1) Is there one? 2) could it be added to server-settings.example.json ?
(if this is the wrong subforum, wouldn't mind reposting / being moved)
- Fri Sep 24, 2021 5:32 pm
- Forum: Already exists
- Topic: New Permission: Disable "Select New Contents for Blueprint"
- Replies: 2
- Views: 770
- Thu Sep 23, 2021 12:21 am
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 244
- Views: 27982
Re: Small documentation improvement requests
LuaSurface.find_tiles_filtered has_hidden_tile :: boolean (optional) Was looking at this and wasn't sure if it would mean: must vs can have a hidden tile (true), must not (false), and the default, tiles with and without hidden tiles ("doesn't matter") or does not have a hidden tile? (fals...
- Sat Sep 18, 2021 3:52 am
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 244
- Views: 27982
Re: Small documentation improvement requests
https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.take_technology_screenshot path :: string (optional): Path to save the screenshot in. Default to script output? with or without a leading ./? quality :: int (optional): The render quality if using jpg format (0-100 inclusive). Ther...
- Tue Sep 07, 2021 7:04 am
- Forum: Already exists
- Topic: New Permission: Disable "Select New Contents for Blueprint"
- Replies: 2
- Views: 770
New Permission: Disable "Select New Contents for Blueprint"
"Select New Contents for Blueprint" isn't "buggy" per-se, but it currently results in an on_player_setup_blueprint event with a blueprint that bypasses any editing. This includes whether it was a blueprint item in game or a blueprint in library (it's not in player.blueprint_to_se...
- Tue Sep 07, 2021 6:43 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.39] Shift+Copy+Paste ignores on_player_configured_blueprint
- Replies: 4
- Views: 481
Re: [1.1.39] Shift+Copy+Paste ignores on_player_configured_blueprint
Going back-and-forth, it is interesting that *configuring* copy-paste causes paste to be loaded with an unconfigured blueprint. (editing the setup entities is different than paste not being filled OR being filled with the post-event configured blueprint)
- Tue Sep 07, 2021 6:35 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.39] Shift+Copy+Paste ignores on_player_configured_blueprint
- Replies: 4
- Views: 481
Re: [1.1.39] Shift+Copy+Paste ignores on_player_configured_blueprint
You need to also check player.blueprint_to_setup (sorry for the change in spacing) : /c function delete_belts(event) local player = game.get_player(event.player_index) local bp1 = player.blueprint_to_setup local tick = event.tick if not bp1.valid_for_read then game.print(tick.." player blueprin...
- Mon Sep 06, 2021 7:42 am
- Forum: Won't fix.
- Topic: [1.1.38] Artillery shell not quick-trashable
- Replies: 2
- Views: 733
Re: [1.1.38] Artillery shell not quick-trashable
The artillery shell is not quick-trashable by Shiftclicking it in the inventory to put it in the logistic trash. It is instead telling "cannot insert Artillery shell. Ammo slots are full". I believe that this is a bug, because even though artillery shell is a Ammo, it was never intended t...
- Mon Aug 30, 2021 8:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.38] game.finished only lasts for a single tick
- Replies: 4
- Views: 1815
Re: [1.1.38] game.finished only lasts for a single tick
Addition:
If player_won is nil or false, the game can keep being "finished" but doesn't stay at finished. victorious_force has no effect on this.
Code: Select all
/c
game.set_game_state{
game_finished = true,
can_continue = true,
victorious_force = game.forces.enemy
}
- Sun Aug 29, 2021 4:24 pm
- Forum: Technical Help
- Topic: [Windows 7] Error trying login in game "InitializeSecurityContext failed: SEC_E_ILLEGAL_MESSAGE"
- Replies: 28
- Views: 8806
Re: [Windows 7] Error trying login in game "InitializeSecurityContext failed: SEC_E_ILLEGAL_MESSAGE"
I'm having the same problem. And my friend too. We both installed MS14-066. A friend solved this problem. But I still couldn't solve it. I was trying to write TLS 1.1 and 1.2 into the registry and that didn't help either. I don't know what happened after August 20th, but this error prevents me from...
- Fri Aug 13, 2021 9:50 am
- Forum: Technical Help
- Topic: [Windows 7] Error trying login in game "InitializeSecurityContext failed: SEC_E_ILLEGAL_MESSAGE"
- Replies: 28
- Views: 8806
Re: [Windows 7] Error trying login in game "InitializeSecurityContext failed: SEC_E_ILLEGAL_MESSAGE"
Look at some things, Windows 7 doesn't support TLS 1.1 / 1.2 out of box: https://support.microsoft.com/en-us/topic/update-to-enable-tls-1-1-and-tls-1-2-as-default-secure-protocols-in-winhttp-in-windows-c4bd73d2-31d7-761e-0178-11268bb10392 "Enable TLS 1.1 and 1.2 on Windows 7 at the SChannel com...