Search found 1025 matches

by Honktown
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

Re: [1.1.56] emissions_per_minute on an accumulator is weird

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.
by Honktown
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...
by Honktown
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:
Called after a players cursorstack changed in some way.

vs
Called after a player's cursor stack changed in some way.
-> Yup, fixed for 1.1.79.
by Honktown
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...
by Honktown
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...
by Honktown
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...
by Honktown
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...
by Honktown
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...
by Honktown
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:
by Honktown
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...
by Honktown
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...
by Honktown
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...
by Honktown
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....
by Honktown
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", ...
by Honktown
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 ...
by Honktown
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 ...
by Honktown
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...
by Honktown
Thu Dec 29, 2022 12:31 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 84014

Re: Documentation Improvement Requests

game.force_crc()

[code]Tells all peers to calculate their current map CRC;[/code]
Just the map, or, map and global?


-> Updated for 1.1.79.

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