Search found 1055 matches

by Honktown
Wed Jul 05, 2023 10:38 pm
Forum: Modding interface requests
Topic: Using LuaSurface.find_nearest_enemy* with min_distance
Replies: 6
Views: 1529

Re: Using LuaSurface.find_nearest_enemy* with min_distance

I did not see shooting_state before, thanks. Strange. I see it's in the bottom of a LuaEntity, and I searched for many different terms...
by Honktown
Mon Jul 03, 2023 12:03 am
Forum: Modding interface requests
Topic: Using LuaSurface.find_nearest_enemy* with min_distance
Replies: 6
Views: 1529

Re: Using LuaSurface.find_nearest_enemy* with min_distance

The vehicle having equipment grids with lasers would work for detecting nearby enemies... And ironically might make sense in context (equipping the vehicle with an auto-attack sensor). However many equipments it takes to attack only on min-range on some weapon, swapping out as needed.

*Can ...
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: 1529

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. They do all ...
by Honktown
Sun Jun 25, 2023 9:33 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 117206

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 ...
by Honktown
Tue May 30, 2023 2:58 am
Forum: Technical Help
Topic: Render in native screen resolution
Replies: 1
Views: 956

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: Resolved Problems and Bugs
Topic: [1.1.80] "Open character logistics" key not working properly in multiplayer
Replies: 2
Views: 1301

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: 117206

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: Resolved Problems and Bugs
Topic: [1.1.80] set_request_slot does not allow a count of 0
Replies: 3
Views: 1499

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 ...
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: 726

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 ...
by Honktown
Fri May 19, 2023 12:10 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 117206

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: 559

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 only used ...
by Honktown
Sat Apr 15, 2023 6:40 am
Forum: Modding interface requests
Topic: Request: module_specification.allowed_module_categories
Replies: 12
Views: 5343

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 in the ...
by Honktown
Sat Apr 01, 2023 9:29 am
Forum: Modding discussion
Topic: Gears for achievement graphics, please
Replies: 4
Views: 1890

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 ...
by Honktown
Sat Mar 25, 2023 2:40 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 117206

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: 1808

[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("iron ...
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: 1870

[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}}

These ...
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: 1311

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 interact ...
by Honktown
Fri Mar 24, 2023 9:53 am
Forum: Modding discussion
Topic: Gears for achievement graphics, please
Replies: 4
Views: 1890

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 graphics, preferably ...
by Honktown
Wed Mar 22, 2023 1:35 am
Forum: Resolved Problems and Bugs
Topic: [1.1.78] Minor bug with GUI Inspector + Undo button
Replies: 1
Views: 988

[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 988 times
by Honktown
Wed Mar 22, 2023 1:16 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [1.1.78] excessive intermediate recipe counts as "crafted"
Replies: 2
Views: 2515

[Twinsen] [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_overflow ...

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