[wheybags] [15.37] Spelling Mistakes in API Doc

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Roy
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[wheybags] [15.37] Spelling Mistakes in API Doc

Post by Roy »

I found a few spelling mistakes in the api documentation:

LuaGenericOnOffControlBehavior.connect_to_logistic_network
true if this should connect to the logitic network.
logitic => logistic

LuaEntity.graphics_variation
The graphics variation for this entity or nil if this entity doesn't use graphics varaitions.
varaitions => variations

LuaEntity.electric_network_statistics
The electric network statitiscs for this electric pole.
statitiscs => statistics

LuaTilePrototype.collision_mask
The collison mask this tile uses.
collison => collision

LuaEntityPrototype.flags
The entity prototype flags for this entitiy.
entitiy => entity

LuaEntityPrototype.module_inventory_size
The module inventory size or nil if this entity doesn't suport modules.
suport => support

LuaEntityPrototype.target_temperature
The target temperature of this boiler prototyper or nil.
prototyper => prototype

LuaEquipmentPrototype.burner_prototype
The burner energy source prototype this equpment uses or nil.
equpment => equipment

LuaForce.is_chunk_visible
Is the given chunk currently charted and visible (not covered by fogg of war) on the map.
fogg => fog

LuaGameScript.regenerate_entity
regenerate_entity(entitites)
entitites => entities

LuaGameScript.difficulty_settings
Although it can be done; because different difficulties can have different technology or recipe trees it's not recomended to change difficulty settings mid-game.
recomended => recommended

LuaGameScript.connected_players
This is primarally useful when you want to do some action against all online players.
primarally => primarily

LuaItemPrototype.inventory_size_bonus
The invntory size bonus for this armor prototype. nil if this isn't an armor prototype.
invntory => inventory

LuaItemStack.set_entity_filter
Sets the entity filter ata the given index for this deconstruction item.
ata => at a

LuaItemStack.set_tile_filter
Sets the tile filter ata the given index for this deconstruction item.
ata => at a

LuaRecipePrototype.enabled
If this recipe prototype is enabled by default (enabled at the begining of a game).
begining => beginning

LuaSurface.find_non_colliding_position
Find a non-colliding possition within a given rectangle.
possition => position

LuaSurface.find_logistic_networks_by_construction_area
Finds all of the logistics networks whos construction area intersects with the given position.
whos => whose

LuaSurface.regenerate_entity
regenerate_entity(entitites, chunks)
entitites => entities

LuaTechnology.research_unit_count_formula
The count forumula used for this infinite research or nil if this isn't an infinite research.
forumula => formula

LuaTechnologyPrototype.enabled
If this technology prototype is enabled by default (enabled at the begining of a game).
begining => beginning

LuaTechnologyPrototype.research_unit_count_formula
The count forumula used for this infinite research or nil if this isn't an infinite research.
forumula => formula

LuaTilePrototype.collision_mask
The collison mask this tile uses
collison => collision

WaitCondition
compare_type :: string: Either "and", or "or". Tells how this condition is to be compared with the preceeding conditions in the corresponding wait_conditions array.
preceeding => preceding

GameViewSettings
Parameters that affect the look and control of the game. Updating any of the member attributes here will immediatelly take effect in the game engine.
immediatelly => immediately

TileProperties
Properties of a tile. Updating any of the member attributes here will immediatelly take effect in the game engine.
immediatelly => immediately

defines.compound_command
How commands are joined togethere in a compound command (see defines.command.compound).
togethere => together

on_player_placed_equipment
grid :: LuaEquipmentGrid: The equiment grid the equipment was put in.
equiment => equipment

on_difficulty_settings_changed
Note: It's not guarenteed that both settings are changed - just that at least one has been changed.
guarenteed => guaranteed

on_console_command
command :: string: The command as typed without the preceeding forward slash ('/').
preceeding => preceding

on_biter_base_built
Note: This will be called multiple times as each biter in a given migration is sacraficed and builds part of the base.
sacraficed => sacrificed

http://lua-api.factorio.com/latest/LuaBurner.html
A reference to the burner energy source owned by a specfic LuaEntity or LuaEquipment.
specfic => specific

LuaEntity.item_requests
Items this ghost will request when revived or items this item request proxy is reqeusting. Result is a dictionary mapping each item prototype name to the required count.
reqeusting => requesting

LuaEquipmentPrototype.equipment_categories
Category names for this equipment. These categories will be used to determine whether this equpiment is allowed in a particular equpiment grid.
equpiment => equipment
equpiment => equipment

LuaForce.reset_technology_effects
Reapplies all possible research effects, including unlocked recipes. Any custom chages are lost. Preserves research state of technologies.
chages => changes

LuaGameScript.regenerate_entity
regenerate_entity(entitites)
entitites => entities

http://lua-api.factorio.com/latest/LuaGuiElement.html
"checkbox": Clickable elements with a cross in the mdidle that can be turned off or on. They also fire on_gui_click when clicked.
mdidle => middle

LuaInventory.setbar
bar :: uint (optional): The new limit. Ommitting this parameter will clear the limit.
Ommitting => Omitting

LuaItemPrototype.module_effects
These are the effects of the vanilla Productivity Module 3 (up to floating point impresicions):
impresicions => imprecisions

http://lua-api.factorio.com/latest/LuaItemStack.html
Note: In the instance this references an item on a LuaTransportLine the reference is only guarenteed to stay valid (and refer to the same item) as long as nothing changes the transport line.
guarenteed => guaranteed

Rseding91
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Re: [wheybags] [15.37] Spelling Mistakes in API Doc

Post by Rseding91 »

These should be fixed in 0.16. Can you confirm?
If you want to get ahold of me I'm almost always on Discord.

Roy
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Re: [wheybags] [15.37] Spelling Mistakes in API Doc

Post by Roy »

Rseding91 wrote:These should be fixed in 0.16. Can you confirm?
Sorry for the late reply, I apparently forgot to turn on the notifications.

I've gone through the whole api again, and all the old mistakes seem to be fixed. But I did find a few more:

InfinityFilter
item :: string: Name of the item.
item => name (tested in-game with set_infinity_filter, and item doesn't work, but name does)

LuaEntityPrototype.construction_radius
The constrution radius for this roboport prototype or nil.
constrution => construction

LuaItemPrototype.resistances
Resistances of this armour item; nil if not an armor or or the armor has no resistances.
or or => or

LuaForce.max_successful_attemps_per_tick_per_construction_queue
max_successful_attemps_per_tick_per_construction_queue :: uint [Read-Write]
attemps => attempts (this is also incorrect in the game, so this will be a breaking change)

LuaSurface.can_fast_replace
If there exists an entity at the given location that can be fast-replaced with the the given entity parameters.
the the => the

Concepts.html#Command
destination :: Position: Centre of the attack area.
Centre => Center

script_raised_built
This is event is only raised if a mod uses in with script.raise_event(). Nothing passed with this event is validated and it is up to mod authors to to check for the existence of and validity of anything passed with it.
to to => to
Also the first part makes no sense, I think it's meant to say: "This event is only raised if a mod uses it with script.raise_event()."?

script_raised_destroy
This is event is only raised if a mod uses in with script.raise_event(). Nothing passed with this event is validated and it is up to mod authors to to check for the existence of and validity of anything passed with it.
to to => to
Also the first part makes no sense, I think it's meant to say: "This event is only raised if a mod uses it with script.raise_event()."?

script_raised_revive
This is event is only raised if a mod uses in with script.raise_event(). Nothing passed with this event is validated and it is up to mod authors to to check for the existence of and validity of anything passed with it.
to to => to
Also the first part makes no sense, I think it's meant to say: "This event is only raised if a mod uses it with script.raise_event()."?

LuaEntity.to_be_deconstructed
force :: string or LuaForce: The force which ordered the deconstruction. This parameter is is currently unused; it exists only for forward compatibility of the API.
is is => is

LuaEntity.active
Note: Entities that are are not active naturally can't be set to be active (setting it to be active will do nothing)
are are => are

And lastly, there are a bunch of places where color is written as colour. This isn't really incorrect, but it would be better to be consistent:
LuaPlayer.color
Color
LuaControlBehavior
LuaEntity.connect_neighbour
LuaEntity.disconnect_neighbour
LuaEntity.get_circuit_network

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