-> Thanks, fixed.
Small documentation improvement requests
Re: Small documentation improvement requests
Prototype/Turret#attack_parameters - the description is wrong. The vanilla gun turret exists without ammo_type, so obviously it's not required. You may want to say that specific turret subtypes require some parent fields to be a certain way, though IDK how you would present that.
-> Thanks, fixed.
-> Thanks, fixed.
Re: Small documentation improvement requests
Small request:
https://lua-api.factorio.com/1.1.56/Lua ... ergy_usage
Energy usage could be listed as joules/tick or "watts but in ticks"/"tick-watts". There are some other values that could probably have that added: max_energy_usage, max_energy_production, consumption... Probably everything dealing with power and energy if one were being a completionist.
https://lua-api.factorio.com/1.1.56/Lua ... ergy_usage
Energy usage could be listed as joules/tick or "watts but in ticks"/"tick-watts". There are some other values that could probably have that added: max_energy_usage, max_energy_production, consumption... Probably everything dealing with power and energy if one were being a completionist.
I have mods! I guess!
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Re: Small documentation improvement requests
LuaHorizontalFlow should be LuaHorizontalFlowStyle?
Also why can't this be used on a frame

-> It should be, thanks, fixed for the next release. As for your question, that's how it works unfortunately, you can make an interface request if you want a proper answer, otherwise I can recommend adding a flow to the frame that you then set this property on.
My mods: Spidertron Patrols | Spidertron Enhancements | Factory Search | Spidertron Engineer | Spidertron Weapon Switcher | Power Overload
Re: Small documentation improvement requests
-> Honktown reverted the edit, thank you. Reverting the edit yourself is usually faster than waiting on me to get to it, so I would recommend doing that instead of posting here (like Honktown did, thank you again).
Re: Small documentation improvement requests
"spider-vehicules" is spelt wrong and the 's' looks weird.
Should the same caveat be on get_vehicle_logistic_slot?
https://lua-api.factorio.com/latest/Lua ... _activated
typo in description: actived -> activated
-> Yes to all, thank you, fixed for the next release.
My mods: Spidertron Patrols | Spidertron Enhancements | Factory Search | Spidertron Engineer | Spidertron Weapon Switcher | Power Overload
- jimmyhunter
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Re: Small documentation improvement requests
i am creating a prototype unit and i am stumbling on this prototype:
https://wiki.factorio.com/Types/BaseAttackParameters
all good and well but now i have defined almost everything except for this:
https://wiki.factorio.com/Types/CyclicSound
what exactly does this refer to?
the begin and end sound might be understandable but i would give more context than it currently has.
i have no clue when the middle sound should be defined as or how i should interpreted it as a sound at all really
in short: explain begin_sound and end_sound and give additional clarification on middle_sound
thank you, sincerely
Jimmy.
-> I added extra descriptions to the sounds in BaseAttackParameters and also in CyclicSounds, I hope it helps

Re: Small documentation improvement requests
variations, max_speed property description says that max_speed is mandatory if max_speed is present. Probably min_speed was meant there.
-> Thank you for finding this, fixed.
Re: Small documentation improvement requests
-> The list of possible values is hardcoded to one value, severely limiting its usefulness. But it's documented now, thank you for pointing it out.
Re: Small documentation improvement requests
default value for distance is 0, but it also says that it shoukd be grater than 0
-> Should be greater or equal. Thanks for noticing it, I fixed the doc.
Re: Small documentation improvement requests
https://lua-api.factorio.com/latest/LuaItemPrototype.html#LuaItemPrototype.module_effects wrote: Effects of this module; nil if this is not a module.
Can only be used if this is ModuleItem
-> Thanks, I decided to remove the redundant description text.
Re: Small documentation improvement requests
This returns nil when the prototype's item_slot_count is set to 0. This should either be specified (at least with a question mark) or changed to return an empty table.
-> Good spot, thanks, fixed for the next release.
My mods: Spidertron Patrols | Spidertron Enhancements | Factory Search | Spidertron Engineer | Spidertron Weapon Switcher | Power Overload
Re: Small documentation improvement requests
About LocalisedString:
I've set [code]LuaGuiElement.tooltip = nil[/code] expecting to see no tooltip at all, but instead, "nil" was displayed. If that is the correct behavior, the explanation should include nil along with "number or boolean":
Otherwise, there should be a note that this applies at least in some cases:
concept LocalisedString
…
Furthermore, when an API function expects a localised string, it will also accept a regular string (i.e. not a table) which will not be translated, as well as a number or boolean, which will be converted to their textual representation.
I've set [code]LuaGuiElement.tooltip = nil[/code] expecting to see no tooltip at all, but instead, "nil" was displayed. If that is the correct behavior, the explanation should include nil along with "number or boolean":
Furthermore, when an API function expects a localised string, it will also accept a regular string (i.e. not a table) which will not be translated, as well as a number, a boolean or nil, which will be converted to their textual representation.
Otherwise, there should be a note that this applies at least in some cases:
-> The localised string parser explicitly converts a nil value to the string "nil", which I've noted in the docs for the next release.Furthermore, when an API function expects a localised string, it will also accept a regular string (i.e. not a table) which will not be translated, as well as a number or boolean, which will be converted to their textual representation.
Note: In some cases (e.g. for LuaGuiElement.tooltip), nil will also be converted to its textual representation.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: Small documentation improvement requests
https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.get_output_inventory wrote:Gets the entities output inventory if it has one.
-> Thanks, fixed.
Re: Small documentation improvement requests
Can we get a description of what FluidBox#production_type is supposed to mean as opposed to PipeConnectionDefinition#type? Description for both, maybe?
Re: Small documentation improvement requests
There was no mention of comments in the file here.
-- does not work, and I assumed it did, then I waited for a reply in a bug report.
# or ; seems to be the answer for a comment here and might save the next person some time.
-> Thanks for pointing this out, I added the comment characters to the example.
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Re: Small documentation improvement requests
and how to create/change it programmatically (i dont know this but know it is posible)
-> Added the note on \n, programmatic creation (as in, creation with parameters) should already be covered by the page.
Re: Small documentation improvement requests
-> I noted this on all draw methods for both the players and forces parameters.
I have mods! I guess!
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Re: Small documentation improvement requests
Re: Small documentation improvement requests
1) when does this apply?
2) there's no prototype definition for secondary selection box in a Prototype/Entity
3) it's not in the LuaEntityPrototype
4) is it entity-biased like LuaEntity.selection_box, or is it in un-adjusted dimensions?
-> This one only applies to curved rails. Since it's determined automatically, it's not a property of the prototype. I noted this for the next release, thanks.
I have mods! I guess!
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