Search found 80 matches
- Wed Oct 30, 2024 12:47 pm
- Forum: Modding interface requests
- Topic: Across-save data transfer
- Replies: 5
- Views: 1591
Re: Across-save data transfer
I think that should be possible if users unchecked the "Use different mod settings per save". But that may have unintended consequences for other mods/ this mod. I wish there was an option to specify that the setting should always be synchronized for things like user interface preferences that make ...
- Wed Oct 30, 2024 12:32 pm
- Forum: Modding interface requests
- Topic: [2.0.12] Allow us to read/write to the roboport logistics sections.
- Replies: 1
- Views: 500
Re: [2.0.12] Allow us to read/write to the roboport logistics sections.
I'm pretty sure they should be available at get_logistic_points(defines.logistic_member_index.logistic_container).sections, but when I try that it's an empty table even for a roboport that has multiple non-empty sections.
- Mon Oct 28, 2024 1:11 pm
- Forum: Minor issues
- Topic: [Rseding91] [2.0.8 + SA] Data dump JSON floats off
- Replies: 9
- Views: 2186
Re: [Rseding91] [2.0.8 + SA] Data dump JSON floats off
I looked into how printf works and it has a bunch of stuff to handle full precision with multiprecision numbers. It seemed like it would actually be pretty slow, so I decided I'd try my hand at it:
#include <iostream>
#include <cmath>
//precondition: pos points to somewhere in a buffer that has ...
#include <iostream>
#include <cmath>
//precondition: pos points to somewhere in a buffer that has ...
- Wed Oct 23, 2024 6:21 pm
- Forum: Minor issues
- Topic: [Rseding91] [2.0.8 + SA] Data dump JSON floats off
- Replies: 9
- Views: 2186
Re: [2.0.8 + SA] Data dump JSON floats off
Ok, I got nerd sniped by this one. At first I thought the decimals were just the exact representation of a double that was actually used... but they're not. They all seem to be exactly a tenth/fifth of a number that's exactly representable as double.
For the numbers to come out like this, the double ...
For the numbers to come out like this, the double ...
- Mon Sep 09, 2024 6:43 pm
- Forum: Resolved Problems and Bugs
- Topic: the order of modifiers in custom inputs must be ordered arbitrarily or it doesn't work
- Replies: 7
- Views: 2247
Re: the order of modifiers in custom inputs must be ordered arbitrarily or it doesn't work
I can confirm Sir Fendi's findings:
Before:
After:
Result:
Before:
Code: Select all
place-ping=CONTROL + ALT + mouse-button-1Code: Select all
place-ping=ALT + CONTROL + mouse-button-1- Sun Sep 08, 2024 4:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.110] on_init errors not reported with --create flag
- Replies: 1
- Views: 629
[Rseding91] [1.1.110] on_init errors not reported with --create flag
When a mod's on_init handler fails from creating a save file from the gui it gets reported and prevents the new save from being played.
When a save game is created via the --create command line flag, the error is reported via stdout. However, the save game file is still created and the error does ...
When a save game is created via the --create command line flag, the error is reported via stdout. However, the save game file is still created and the error does ...
- Sun Aug 11, 2024 3:12 am
- Forum: Modding interface requests
- Topic: let mods invoke custom selection tools from themselves or other mods
- Replies: 3
- Views: 1170
Re: let mods invoke custom selection tools from themselves or other mods
To clarify we already have player.start_selection. We'd just like to be able to control where the end of the selection is too. That could be with a new command specific to selection tool manipulation, or a command that could set the player's cursor position that we could call before player.start ...
- Wed May 29, 2024 11:41 pm
- Forum: Modding help
- Topic: Random values/property in data.lua
- Replies: 2
- Views: 789
Re: Random values/property in data.lua
you can modify the whole surface's solar output. https://lua-api.factorio.com/latest/cla ... multiplier
This is probably the only meaningful way to modify the output anyway, as large number of independently fluctuating random variables would just average out.
This is probably the only meaningful way to modify the output anyway, as large number of independently fluctuating random variables would just average out.
- Wed May 29, 2024 11:32 pm
- Forum: Modding help
- Topic: Setting player selection endpoint?
- Replies: 0
- Views: 464
Setting player selection endpoint?
I'm wondering if there's any way to set the end point for a selection tool.
In the API there's LuaPlayer.start_selection which allows you to modify or start the selection of a selection tool, but it always completes at the current cursor position, which doesn't seem to be modifiable even through ...
In the API there's LuaPlayer.start_selection which allows you to modify or start the selection of a selection tool, but it always completes at the current cursor position, which doesn't seem to be modifiable even through ...
- Wed May 29, 2024 11:11 pm
- Forum: Modding help
- Topic: [SOLVED] Edit starting inventory
- Replies: 11
- Views: 3164
Re: [SOLVED] Edit starting inventory
There's also a freeplay interface for setting the starting items if you want to use that.
You can check in base/scenarios/freeplay/freeplay.lua for how to call it.
You can check in base/scenarios/freeplay/freeplay.lua for how to call it.
- Thu May 09, 2024 9:58 pm
- Forum: Modding help
- Topic: Is it possible to attach an ide lua debugger?
- Replies: 1
- Views: 1712
Re: Is it possible to attach an ide lua debugger?
I realize this is 7 years old but for future people who might stumble upon this, there's now: FMTK
- Thu May 09, 2024 7:24 pm
- Forum: Modding help
- Topic: Help with creating an assembler with an automatic loader output
- Replies: 2
- Views: 988
Re: Help with creating an assembler with an automatic loader output
I think that's the least hacky method:
- Thu May 09, 2024 5:17 pm
- Forum: Modding help
- Topic: Vetoing the pipette tool
- Replies: 5
- Views: 1478
Re: Vetoing the pipette tool
SE seems to do something similar with their spaceship clamps which are a constant combinator and a electric pole.
The electric pole has an placeableby of an se-struct-generic-clamp-east item, but that item has nil for it's place result.
Blueprints handle making the ghosts, and then the mod calls ...
The electric pole has an placeableby of an se-struct-generic-clamp-east item, but that item has nil for it's place result.
Blueprints handle making the ghosts, and then the mod calls ...
- Mon Apr 29, 2024 7:07 pm
- Forum: Wiki Talk
- Topic: Console / stdin especially on windows
- Replies: 5
- Views: 2999
Re: Console / stdin especially on windows
there should be very few differences to run on Windows
Therein lies the problem.
My python and node programs worked fine on Linux, but crashed on windows if they attempted to write to the stdin pipe after Factorio was running for about 80ms. So, I think that's when Factorio does something ...
Therein lies the problem.
My python and node programs worked fine on Linux, but crashed on windows if they attempted to write to the stdin pipe after Factorio was running for about 80ms. So, I think that's when Factorio does something ...
- Tue Apr 23, 2024 7:24 pm
- Forum: Wiki Talk
- Topic: Console / stdin especially on windows
- Replies: 5
- Views: 2999
Re: Console / stdin especially on windows
Thanks. I thought it would be a better fit for the wiki, but I didn't really know how to submit a request for information on the wiki.
- Tue Apr 23, 2024 12:41 am
- Forum: Wiki Talk
- Topic: Console / stdin especially on windows
- Replies: 5
- Views: 2999
Console / stdin especially on windows
I've been debugging an issue with communicating to stdin on windows for a few days now and would love some insight.
I was surprised to learn that the in-game console commands are available over stdin while running a headless server. I haven't really found much official documentation on it other ...
I was surprised to learn that the in-game console commands are available over stdin while running a headless server. I haven't really found much official documentation on it other ...
- Fri Apr 19, 2024 12:37 pm
- Forum: Resolved Requests
- Topic: [1.1.107] runtime-api.json set_quick_bar_slot incorrect parameter
- Replies: 3
- Views: 969
[1.1.107] runtime-api.json set_quick_bar_slot incorrect parameter
The description of the filter parameter of set_quick_bar_slot says it can accept nil (and indeed I believe that's how you clear it). However, it's not marked optional and nil isn't in the type union:
{
"name": "filter",
"order": 1,
"description": "The filter or `nil`.",
"type": {
"complex ...
{
"name": "filter",
"order": 1,
"description": "The filter or `nil`.",
"type": {
"complex ...
- Tue Jan 16, 2024 12:06 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.101][Linux] --load-scenario sets height and width to 50
- Replies: 3
- Views: 2346
[1.1.101][Linux] --load-scenario sets height and width to 50
starting the game with:
`--load-scenario base/freeplay`
Starts up a game where the map is restricted to 50 by 50.
If you quit and then go to the new game menu, on the map gen settings menu the height and width fields under advanced are both set to 50. Attempting to override these 50 values with ...
`--load-scenario base/freeplay`
Starts up a game where the map is restricted to 50 by 50.
If you quit and then go to the new game menu, on the map gen settings menu the height and width fields under advanced are both set to 50. Attempting to override these 50 values with ...
- Mon Jan 15, 2024 11:36 pm
- Forum: Pending
- Topic: [1.1.101] Scenarios are too old to load
- Replies: 4
- Views: 1463
Re: [1.1.101] Scenarios are too old to load
Mine load fine on 1.1.101. Are you trying to start one from the new game menu, or load an old save?
Maybe attach a log?
Maybe attach a log?
- Fri Jan 12, 2024 10:03 pm
- Forum: Duplicates
- Topic: [1.1.101] Furnaces don't report Output Full early enough
- Replies: 2
- Views: 1018
Re: [1.1.101] Furnaces don't report Output Full early enough
I'm not sure which thread this should go on.
So to summarize, this isn't a simple issue due to the following combining:
1. recipes of furnaces are auto-selected based on the inputs
2. when there's no input, there's no recipe
3. when there's no recipe, the furnace doesn't check to see if one craft ...
So to summarize, this isn't a simple issue due to the following combining:
1. recipes of furnaces are auto-selected based on the inputs
2. when there's no input, there's no recipe
3. when there's no recipe, the furnace doesn't check to see if one craft ...