Search found 1025 matches
- Sat Dec 07, 2019 10:57 pm
- Forum: Modding help
- Topic: Don't hard-error a game on a nil value in 'game'
- Replies: 22
- Views: 3631
Re: Don't hard-error a game on a nil value in 'game'
That's... what I did. I had if game.item_prototypes[name] and game.item_prototypes[name].attribute instead of [attribute] and it threw an error and quit the game I was playing. Because .attribute didn't exist it said you can't access a nil, instead of returning to me the damn nil.
- Sat Dec 07, 2019 9:10 pm
- Forum: Modding help
- Topic: Don't hard-error a game on a nil value in 'game'
- Replies: 22
- Views: 3631
Re: Don't hard-error a game on a nil value in 'game'
nil is not an error. Instead for safety I have to do pairs() over an entry, and if the key matches what I'm looking for, store it, and then check my local variable afterwards. It doesn't save me effort, and it is pretty much the same, but it's not a convention I prefer to use.
- Sat Dec 07, 2019 7:03 pm
- Forum: Modding help
- Topic: Don't hard-error a game on a nil value in 'game'
- Replies: 22
- Views: 3631
Don't hard-error a game on a nil value in 'game'
I do my own error handling, so if I access a nil in for example game.item_prototypes, I can act on if it is nil. Instead, the game just goes ERROR and exits the current game, leaving a mod with no options. If I could transfer data from the data-final-fixes state or had another way to store any data....
- Sat Dec 07, 2019 5:18 pm
- Forum: Modding help
- Topic: How to most-UPS-friendly check how much of a stack would be insertable into an inventory
- Replies: 4
- Views: 1163
Re: How to most-UPS-friendly check how much of a stack would be insertable into an inventory
Okay, I figured out my stupid issue. For whatever reason using serpent() on in-game tables tends to produce crap. Items are stored in game.item_prototypes, with the key being the item-name-key thing. It doesn't store them like data.raw in different categories. All the things are in game.item_prototy...
- Sat Dec 07, 2019 4:39 pm
- Forum: Modding help
- Topic: How to most-UPS-friendly check how much of a stack would be insertable into an inventory
- Replies: 4
- Views: 1163
Re: How to most-UPS-friendly check how much of a stack would be insertable into an inventory
Forgot to mention, the mod I'm messing with DOES do exactly that, but it doesn't track stack difference. It inserts the item, and insert returns how many were inserted. For the mod, if it inserted too many, it spills out the rest onto the ground. It's easy enough to do inventory.remove instead of in...
- Sat Dec 07, 2019 4:37 pm
- Forum: Modding help
- Topic: How to most-UPS-friendly check how much of a stack would be insertable into an inventory
- Replies: 4
- Views: 1163
Re: How to most-UPS-friendly check how much of a stack would be insertable into an inventory
I'd use the stack size, and modulo how many are in the inventory, or find the last inventory space with that item in it and modulo that. I was going to post a semi-related question, how do I FIND data during run-time, or save it during data-final-fixes? I need the stack size for something I'm trying...
- Sat Dec 07, 2019 4:33 pm
- Forum: Modding help
- Topic: Do an operation each n tick not submitted with on_tick event
- Replies: 13
- Views: 2925
Re: Do an operation each n tick not submitted with on_tick event
Don't iterate over a table you're editing. It's undefined normally, don't know if Factorio's version of Lua changes it. You should make a temp table of keys, where each key in pairs(first_table) is stored, using table.insert(temp_table, key). Then do for i in ipairs(temp_table) do... myfunction( fir...
- Sat Dec 07, 2019 4:04 pm
- Forum: Modding help
- Topic: Can I detect if a player (not a radar) revealed a chunk?
- Replies: 8
- Views: 1700
Re: Can I detect if a player (not a radar) revealed a chunk?
When a chunk is charted you can iterate over the players and see if they're at "charting distance". That would determine if a player charted the chunk vs a radar. A local variable to the mod can be used to store how many times the event fired, and only give out rewards on the next tick bas...
- Thu Dec 05, 2019 9:22 am
- Forum: Won't fix.
- Topic: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)
- Replies: 9
- Views: 3689
Re: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)
There's been a longstanding complaint that pump numbers seem way off. ANY fluid only transfers at a max of 1200/sec at a 100->0 connection through piping or from tank-to-tank. Unless pumps have some special logic if they're connected end-to-end, it doesn't make sense.
- Thu Dec 05, 2019 9:08 am
- Forum: Gameplay Help
- Topic: Does "Select for cancel deconstruction" not work?
- Replies: 4
- Views: 1307
- Thu Dec 05, 2019 8:58 am
- Forum: Gameplay Help
- Topic: Does "Select for cancel deconstruction" not work?
- Replies: 4
- Views: 1307
Re: Does "Select for cancel deconstruction" not work?
Queued deconstruction orders can be cancelled by holding Shift while click-dragging a deconstruction planner over the affected area. When Shift is held down the area selection border will change from red to blue to indicate cancellation mode is in effect. https://wiki.factorio.com/images/Deconstruc...
- Thu Dec 05, 2019 8:46 am
- Forum: Gameplay Help
- Topic: Does "Select for cancel deconstruction" not work?
- Replies: 4
- Views: 1307
Does "Select for cancel deconstruction" not work?
Simply as title says. I've had stuff with red X's on it, and tried shift clicking, and it does nothing, or removes power lines from power poles. I tried rebinding it to ctrl-shift-click and it still doesn't do anything.
- Thu Dec 05, 2019 8:44 am
- Forum: Implemented Suggestions
- Topic: Shift+selecting with an upgrade planner should downgrade instead
- Replies: 7
- Views: 3617
Re: Shift+selecting with an upgrade planner should downgrade instead
I run into this issue sometimes with blueprints. I just tested it, and turns out you can use an upgrade planner on blueprints, so you can make a specific 'downgrade' planner, use a normal blueprint, shift-click to ghost-place everything, and then use the down-grade planner on the ghosts to alter the...
- Thu Dec 05, 2019 8:37 am
- Forum: Technical Help
- Topic: Why is my UPS low?
- Replies: 35
- Views: 10460
Re: Why is my UPS low?
I had no idea the number of slots in a container affected performance. That's the first thing we told you : that warehouses could be the source of your issues :). Train pathfinding and warehouses are my best guesses for your low UPS. Train pathfinding and warehouses are my best guesses for your low...
- Thu Dec 05, 2019 8:31 am
- Forum: Won't fix.
- Topic: [0.17.79] Crash while saving, in lua (table expected)
- Replies: 15
- Views: 4507
Re: [0.17.79] Crash while saving, in lua (table expected)
Ok, I removed all the OOP crap, greatly simplified and reduced the code base and everything is working as it should. Not sure why gnzzz decided all that crap was necessary when it wasn't. In any event, it's working now (well it worked before other than causing a crash when saving) and the total scr...
- Thu Dec 05, 2019 12:05 am
- Forum: Technical Help
- Topic: Why is my UPS low?
- Replies: 35
- Views: 10460
Re: Why is my UPS low?
Oh my god. That would make a great mod. 1x1 inserters next to eachother could collide, the longer ones would need more space.Kidster3001 wrote: ↑Wed Dec 04, 2019 7:34 amNow, if they could interfere with each other it would spoil that fun. My inserters would bust each other to pieces in that case.
- Wed Dec 04, 2019 11:19 pm
- Forum: Won't fix.
- Topic: [0.17.79] Crash while saving, in lua (table expected)
- Replies: 15
- Views: 4507
Re: [0.17.79] Crash while saving, in lua (table expected)
I'd blame the mod author and object orientation. For some reason he uses a file someone wrote in 2011 which does some crazy metatable bullshit.gabberworld wrote: ↑Wed Dec 04, 2019 10:48 pmthis what happens when vandalize the original Lua, those who know that language sometime have no idea that some stuff missing by default at here
- Wed Dec 04, 2019 10:48 pm
- Forum: Minor issues
- Topic: [Dominik] (very small detail) Evolution settings bars don't reach edge
- Replies: 1
- Views: 1158
[Dominik] (very small detail) Evolution settings bars don't reach edge
When making a new game, if you set the evolution factor bars to the extremes, some don't reach the edge.
Edit: HAHA OH WOW. It depends on how you move the mouse. If you move them over and over they reach different stopping points.
Edit: HAHA OH WOW. It depends on how you move the mouse. If you move them over and over they reach different stopping points.
- Wed Dec 04, 2019 10:42 pm
- Forum: Not a bug
- Topic: damage isn't rounded well?
- Replies: 14
- Views: 3883
Re: damage isn't rounded well?
The player regenerates instantly. The faster regeneration happens after not being in combat. Also, there's nothing here to "fix". Pardon if I'm wrong, the player heals instantly from capsules, but as I understand it there's no base regen after getting hit? I've seen mods that completely d...
- Wed Dec 04, 2019 10:33 pm
- Forum: Not a bug
- Topic: damage isn't rounded well?
- Replies: 14
- Views: 3883
Re: damage isn't rounded well?
I wasn't thinking about regen. A way to "fix" this would be to apply regen some time after taking damage - say .5 or 1 second. Then I'd expect the numbers to work out: as long as I shot the biter twice in less than a second, it dies. I'd say in most games this is how regen works - regenera...