-> Thanks, fixed for the next release.
Documentation Improvement Requests
Re: Small documentation improvement requests
-> Thanks, fixed for the next release.
Re: Small documentation improvement requests
-> It's that a 'craft' has been started beforehand (like kubel said below). I tried to clarify the wording a bit for the next release.
Re: Small documentation improvement requests
"progress is currently being made" when there is power, and if there is not then the machine is not making progress but is still crafting.
I think that it is simply equivalent to: [code]is_crafting = progress > 0[/code]
-> Yep that's it.
-> Thanks, fixed for the next release.
Re: Small documentation improvement requests
https://lua-api.factorio.com/latest/eve ... _destroyed
Note
Depending on when a given entity is destroyed, this event will be fired at the end of the current tick or
The sentence ends at or[/strike]
-> Fixed for the next release, thanks.
Depending on when a given entity is destroyed, this event will be fired at the end of the current tick or
The sentence ends at or[/strike]
-> Fixed for the next release, thanks.
Re: Small documentation improvement requests
LuaEntity.last_user:
I've accidentally set player.last_user to a Boolean value and got this error:
So the description should actually read
I suppose the same applies to other R/W properties that return LuaPlayer on reading, namely LuaEntity.associated_player and LuaEntity.render_player.
-> Thanks, I noted this on all three properties. Long-term, the better solution is to allow separate read and write types in the documentation for cases like this, but that's not a thing just yet.
last_user :: LuaPlayer [Read/Write]
I've accidentally set player.last_user to a Boolean value and got this error:
Code: Select all
Expected LuaPlayer, index, or name.
So the description should actually read
last_user :: LuaPlayer or PlayerIdentification [Read/Write]
Notes
PlayerIdentification can be used when writing to this value, but reading it will always return LuaPlayer.
I suppose the same applies to other R/W properties that return LuaPlayer on reading, namely LuaEntity.associated_player and LuaEntity.render_player.
-> Thanks, I noted this on all three properties. Long-term, the better solution is to allow separate read and write types in the documentation for cases like this, but that's not a thing just yet.
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
MapPosition is missing as an optional for target and source both takes either LuaEntity(with health for target) or MapPosition
-> You're right, thanks, fixed for the next release.
Re: Small documentation improvement requests
->Thanks, I clarified this for the next release.
Re: Small documentation improvement requests
Hi, I'd like to ask some info about the field 'track_type' in https://wiki.factorio.com/Prototype/AmbientSound
I think this description already makes a bit of sense, but can you detail:
1) what is the difference between "interlude" and "main-track"
2) when are "early-game" and "late-game" triggered?
-> 1) I added to the page. 2) is at the same time as main-track, they have no special meaning. Also added to the page. Thank you for pointing out that information was missing here.
This lets the game know in what instances the audio file is played. Possible values:
"early-game"
"main-track"
"interlude"
"late-game"
"menu-track"
1) what is the difference between "interlude" and "main-track"
2) when are "early-game" and "late-game" triggered?
-> 1) I added to the page. 2) is at the same time as main-track, they have no special meaning. Also added to the page. Thank you for pointing out that information was missing here.
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
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
Content: Lunar Landings | Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings
Content: Lunar Landings | Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings
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
Content: Lunar Landings | Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings
Content: Lunar Landings | Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings
- jimmyhunter
- Burner Inserter
- Posts: 5
- Joined: Mon Feb 21, 2022 9:06 pm
- Contact:
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
Content: Lunar Landings | Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings
Content: Lunar Landings | Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings
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!