1) An accumulator with emissions on the energy source can never emit pollution yet is targeted in a pollution cloud.
2) An accumulator which is indestructible and has emissions on the energy source is targeted for pollution attack, while an indestructible assembler isn't.
Search found 1025 matches
- Mon Feb 27, 2023 10:29 pm
- Forum: Pending
- Topic: [1.1.56] emissions_per_minute on an accumulator is weird
- Replies: 3
- Views: 1243
- Sat Feb 18, 2023 10:21 pm
- Forum: Bug Reports
- Topic: [1.1.76] Specific crafting oddity with multiple recipes for ingredients
- Replies: 2
- Views: 693
- Sat Feb 18, 2023 10:01 pm
- Forum: Bug Reports
- Topic: [1.1.76] Specific crafting oddity with multiple recipes for ingredients
- Replies: 2
- Views: 693
[1.1.76] Specific crafting oddity with multiple recipes for ingredients
Description: A recipe can be crafted when it shows no number in the corner, an ingredient is red, and there is an alternative ingredient recipe available. Why is this a bug? : The behavior I've always seen and expect, is when there is a not-used-in-the-decomposition-cost recipe for an ingredient, th...
- Wed Feb 08, 2023 5:28 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 84014
Re: Documentation Improvement Requests
https://lua-api.factorio.com/1.1.76/eve ... ck_changed
I believe there's some minor typo/grammar issues:
vs
I believe there's some minor typo/grammar issues:
Called after a players cursorstack changed in some way.
vs
-> Yup, fixed for 1.1.79.Called after a player's cursor stack changed in some way.
- Sun Feb 05, 2023 10:04 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 84014
Re: Documentation Improvement Requests
The documentation is wrong for connect_neighbour -> WireConnectionDefinition [quote]wire :: defines.wire_type Wire color, either defines.wire_type.red or defines.wire_type.green. [/quote] This is incorrect if the source entity is a power switch, and the target is to be connected by copper wire. Run...
- Mon Jan 30, 2023 5:08 pm
- Forum: Implemented mod requests
- Topic: Add radius_visualisation_specification to scripting api
- Replies: 2
- Views: 696
Re: Add radius_visualisation_specification to scripting api
A file can be required in two different stages, though of course it will not be the same as if the file required twice in the same stage. I use a 'constants' kind of file for that. It won't match if another mod changes that value of yours (in data), but that'd be something to resolve with them (depe...
- Fri Jan 27, 2023 12:19 pm
- Forum: Modding interface requests
- Topic: Extending usefulness of linked inventory (and script inventory)
- Replies: 1
- Views: 625
Extending usefulness of linked inventory (and script inventory)
Goal: Have a persistent LuaInventory held in code that is also compatible with an entity (at least writable to) Two methods, which currently don't work: Method 1) Create linked chest, use link_id as identification, and get_inventory(defines.inventory.chest) as LuaInventory. Destroy chest. Problem: L...
- Fri Jan 27, 2023 11:25 am
- Forum: Implemented mod requests
- Topic: Permitting a number for ForceIdentification
- Replies: 2
- Views: 703
Permitting a number for ForceIdentification
ForceIdentification force_index was recently added to allow a lightweight version of force.index everywhere modders only cared for the index... but without ForceIdentification allowing the index, this results in it not being useful in some cases. create_entity can't use it thing.force_index is a re...
- Sun Jan 22, 2023 11:21 am
- Forum: Not a bug
- Topic: [1.1.76] What is the blending mode for LuaRendering color?
- Replies: 1
- Views: 571
[1.1.76] What is the blending mode for LuaRendering color?
Expectation: Rendering's color to behave like tint, and the default blendmode to be: normal . Here is code used to draw squares (more complicated than it needs to be, I know), and something must be selected: /c local player = game.player local surface = player.surface local selected = player.selecte...
- Sat Jan 14, 2023 12:48 am
- Forum: Minor issues
- Topic: [1.1.76] Crash with blob of Explosive Biters
- Replies: 2
- Views: 742
Re: [1.1.76] Crash with blob of Explosive Biters
Since it happened again, here's another stacktrace:
- Fri Jan 13, 2023 8:04 pm
- Forum: Minor issues
- Topic: [1.1.76] Crash with blob of Explosive Biters
- Replies: 2
- Views: 742
[1.1.76] Crash with blob of Explosive Biters
Context: Was playing Warptorio2 + Expansion, which includes the Explosive Biters mod. Biters stampede in massive blobs with nothing to attack (an already reported issue with accumulator emissions). 1) big ol' blob of small biters 2) one (or more) dies, explodes 3) explosive biter fission 4) stack ov...
- Tue Jan 10, 2023 1:30 pm
- Forum: Modding interface requests
- Topic: Make it an error to access global outside of events
- Replies: 4
- Views: 686
Re: Make it an error to access global outside of events
... Good point, they do run in a special context, as is. They have access to game. An exception would have to be made for on_configuration_changed, too, as maybe the mod didn't use global on first release, but a later version they added it. Hence, "should". If they didn't need global unti...
- Tue Jan 10, 2023 12:51 pm
- Forum: Modding interface requests
- Topic: Make it an error to access global outside of events
- Replies: 4
- Views: 686
Make it an error to access global outside of events
A common mistake I've been seeing for new modders, is that they either use the global table right away (naively assuming it's a constant for the mod) or possibly come from other modding environments, which don't use events and/or don't have the explicit behavior of Factorio's global table. Their use...
- Sat Jan 07, 2023 2:34 am
- Forum: Modding interface requests
- Topic: hiding the "expected resources"
- Replies: 3
- Views: 1011
Re: hiding the "expected resources"
For the uranium, there was a simpler option: void-powered lamps. Then at night the invisible lamps could start to emit uranium glows. registering uranium for destruction on chunk gen (LuaBootstrap.register_on_entity_destroyed) and using that to localise the lamp when the uranium is gone, would work....
- Thu Jan 05, 2023 12:59 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Cloned item-on-ground loses to_be_looted = true
- Replies: 2
- Views: 1433
- Thu Jan 05, 2023 12:57 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Cloned item-on-ground loses to_be_looted = true
- Replies: 2
- Views: 1433
[1.1.74] Cloned item-on-ground loses to_be_looted = true
If an item on the ground is to_be_looted, it loses the status when cloned: /c local player = game.player local surface = player.surface local position = player.position position.x = position.x + 5 local spill_items = surface.spill_item_stack( position, --[[position]] {name = "iron-plate", ...
- Wed Jan 04, 2023 7:11 am
- Forum: Resolved Requests
- Topic: VehiclePrototype expand on properties that use $either
- Replies: 2
- Views: 357
Re: Documentation Improvement Requests
What are the units of the *_force version? It's likely not to matter: See: https://wiki.factorio.com/Types/Energy Also: core/lualib/util.lua, line 552: function util.parse_energy(energy) If the game sees joules, it uses those, else, divide watts by 60 (a lot of values in the prototype explorer are ...
- Wed Jan 04, 2023 6:53 am
- Forum: Modding interface requests
- Topic: LuaPlayer.pickup_from_belts
- Replies: 0
- Views: 369
LuaPlayer.pickup_from_belts
A boolean to allow/disable picking up from belts would be nice. With an increased character_item_pickup_distance_bonus, it becomes easier to hold f to pick up non-lootable item-on-ground's... except near belts. I hate grabbing stuff on belts when I just want to pick up item-on-ground's, and I would ...
- Thu Dec 29, 2022 10:25 pm
- Forum: Minor issues
- Topic: [1.1.74] GUI Tags stringified keys in nested table
- Replies: 2
- Views: 945
Re: [1.1.74] GUI Tags stringified keys in nested table
As side information, when discussed on the Discord, it based on PropertyTrees being [compatible with/existing as] json. json has the two types of containers: arrays and objects. Arrays only have numbered indices (from 1-N, a Lua sequence) and objects only have strings keys. Anything not a sequence c...
- Thu Dec 29, 2022 12:31 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 84014
Re: Documentation Improvement Requests
[code]Tells all peers to calculate their current map CRC;[/code]
Just the map, or, map and global?
-> Updated for 1.1.79.