Search found 33 matches
- Thu Nov 21, 2024 7:20 am
- Forum: Technical Help
- Topic: [2.0.7] Frequent FPS slowdowns during gameplay (Apple Silicon)
- Replies: 113
- Views: 8866
Re: [2.0.7] Frequent FPS slowdowns during gameplay (Apple Silicon)
All my problems on a MacBook Pro with M2Max go away when I turn off "Wait for Vsync". Render in native resolution, everything turned to max. FPS/UPS at 60/60, no problem. I turn "wait for vsync" back on, drops immediately to 30-40 FPS.
- Wed Nov 20, 2024 6:38 pm
- Forum: Implemented mod requests
- Topic: Have a can_place_entity on LuaEntity itself
- Replies: 5
- Views: 186
Re: Have a can_place_entity on LuaEntity itself
I've added build_check_type to LuaControl::teleport for the next release. It will allow you to simply call teleport(...) and it will fail the teleport if the build check type fails at the destination. It automatically ignores itself for collision checks so moving half a tile to a direction won't fa...
- Tue Nov 19, 2024 7:16 pm
- Forum: Implemented mod requests
- Topic: Have a can_place_entity on LuaEntity itself
- Replies: 5
- Views: 186
Re: Have a can_place_entity on LuaEntity itself
I think the exact details of the API will be left to the game developers. Adding an "entity=" attribute that would override/preset name, direction, position etc. would work as well. The docs for teleport state that "Only players, cars, and spidertrons can be teleported cross-surface.&...
- Mon Nov 18, 2024 7:45 pm
- Forum: Implemented mod requests
- Topic: Have a can_place_entity on LuaEntity itself
- Replies: 5
- Views: 186
Have a can_place_entity on LuaEntity itself
One of the really popular mods is Picker Dollies (and its spirtual successor Even Pickier Dollies for 2.0) which allows a player to move entities around instead of destroying and recreating. The mod works by teleporting an entity into a "safe space", then checking a target location whether...
- Mon Nov 18, 2024 6:35 pm
- Forum: Documentation Improvement Requests
- Topic: LuaSurface#can_place_entity : name is an EntityID
- Replies: 0
- Views: 45
LuaSurface#can_place_entity : name is an EntityID
In https://lua-api.factorio.com/latest/classes/LuaPlayer.html#can_place_entity, the `name` parameter is an EntityID For https://lua-api.factorio.com/latest/classes/LuaSurface.html#can_place_entity, `name` is documented as string. But it actually is an EntityID, one can pass an entity in there (ignor...
- Fri Nov 15, 2024 1:43 am
- Forum: Not a bug
- Topic: [2.0.18] operable affects rotatable
- Replies: 1
- Views: 113
[2.0.18] operable affects rotatable
I have a mod that uses a modified constant combinator. I don't want it to be able to open its GUI but the entity should still be rotatable. Screenshot 2024-11-14 at 17.32.38.png The "not open the GUI" now works fine, however when pressing "R", now I get Screenshot 2024-11-14 at 1...
- Fri Nov 15, 2024 1:27 am
- Forum: Not a bug
- Topic: [2.0.17] fluid wagon has contents but the fluidbox is empty
- Replies: 4
- Views: 217
Re: [2.0.17] fluid wagon has contents but the fluidbox is empty
Hi,
Thanks for the explanation. It seems that this is actually a documentation issue; LuaEntity::get_fluid_contents should probably refer to get_fluid/set_fluid.
Thanks for the explanation. It seems that this is actually a documentation issue; LuaEntity::get_fluid_contents should probably refer to get_fluid/set_fluid.
- Thu Nov 14, 2024 5:49 pm
- Forum: Not a bug
- Topic: [2.0.17] fluid wagon has contents but the fluidbox is empty
- Replies: 4
- Views: 217
Re: [2.0.17] fluid wagon has contents but the fluidbox is empty
Thanks for the quick answer. This seems to be a change from the 1.1 API. I am looking at the code for the Inventory Sensor (https://github.com/0ptera/Inventory-Sensor/blob/master/control.lua#L402C1-L409C1) that used to work and it uses the fluidbox field to retrieve the values. In the documentation ...
- Thu Nov 14, 2024 7:50 am
- Forum: Not a bug
- Topic: [2.0.17] fluid wagon has contents but the fluidbox is empty
- Replies: 4
- Views: 217
[2.0.17] fluid wagon has contents but the fluidbox is empty
consider this fluid wagon:
the debugger shows that get_fluid_contents correctly returns the amount (9520 petroleum-gas) but the fluid box contains no fluids:
the debugger shows that get_fluid_contents correctly returns the amount (9520 petroleum-gas) but the fluid box contains no fluids:
- Wed Nov 13, 2024 1:26 am
- Forum: Documentation Improvement Requests
- Topic: [2.0.x] LuaLampControlBehavior documentation is wrong
- Replies: 2
- Views: 156
Re: [2.0.x] LuaLampControlBehavior documentation is wrong
Given that CircuitConditionDefinition has a screaming TODOC item inside, i am moving this to documentation improvement requests. Agreed but as this not only affects CIrcuitConditionDefinition but everything that uses LuaGenericOnOffControlBehavior (which seems to be a number of things such as LuaAg...
- Tue Nov 12, 2024 8:19 am
- Forum: Documentation Improvement Requests
- Topic: [2.0.x] LuaLampControlBehavior documentation is wrong
- Replies: 2
- Views: 156
[2.0.x] LuaLampControlBehavior documentation is wrong
The 2.0.16 docs state for e.g. LuaLampControlBehavior for the circuit condition field: circuit_condition :: Read|Write CircuitConditionDefinition The circuit condition. Writing nil clears the circuit condition. However, the debugger says something else: Screenshot 2024-11-12 at 00.16.37.png So the v...
- Mon Nov 11, 2024 11:20 pm
- Forum: Modding help
- Topic: [2.0.x] How to set the zoom for a map (remote view)?
- Replies: 0
- Views: 75
[2.0.x] How to set the zoom for a map (remote view)?
So player.zoom_to_world(position, zoom) is gone and I figured out that I can replace it with player.set_controller { type = defines.controllers.remote, position = entity.position, surface = entity.surface, } all good. But the map opens at a fixed zoom factor. In the old code, I could set the zoom fa...
- Sat Nov 09, 2024 2:14 am
- Forum: Not a bug
- Topic: [2.0.16] item_sounds is no longer a global in data stage
- Replies: 2
- Views: 239
[2.0.16] item_sounds is no longer a global in data stage
While it probably was never documented, 2.0.16 removed the `item_sounds` global that was available in the data stage which broke at least one mod (https://mods.factorio.com/mod/Warehousing). Reluctant to call it a bug as this was never really documented (and adding an import line fixes this) but it ...
- Fri Nov 08, 2024 2:18 am
- Forum: Modding discussion
- Topic: [2.0.x] How to set the zoom for a remote view map?
- Replies: 0
- Views: 111
[2.0.x] How to set the zoom for a remote view map?
So player.zoom_to_world(position, zoom) is gone and I figured out that I can replace it with player.set_controller { type = defines.controllers.remote, position = entity.position, surface = entity.surface, } all good. But the map opens at a fixed zoom factor. In the old code, I could set the zoom fa...
- Sat Nov 02, 2024 4:28 am
- Forum: Minor issues
- Topic: [Rseding91] [2.0.7] Cannot create LogisticFilter with non-zero value
- Replies: 2
- Views: 275
Re: [Rseding91] [2.0.7] Cannot create LogisticFilter with non-zero value
This is also an issue when assigning a signal as output signal e.g. in a decider combinator (`set_output(idx, { signal = ... }`)
- Sat Nov 02, 2024 1:35 am
- Forum: Documentation Improvement Requests
- Topic: [2.0.14] API Docs do not have definitions for Decider Combinator control behavior
- Replies: 0
- Views: 84
[2.0.14] API Docs do not have definitions for Decider Combinator control behavior
The definitions for DeciderCombinatorCondition (https://lua-api.factorio.com/2.0.14/con ... ition.html) and DeciderCombinatorOutput (https://lua-api.factorio.com/2.0.14/con ... utput.html) are missing.
- Sat Nov 02, 2024 1:17 am
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.11] Teleporting a full storage tank empties it
- Replies: 3
- Views: 841
Re: [raiguard][2.0.11] Teleporting a full storage tank empties it
Thanks for the quick fix!
- Sat Nov 02, 2024 1:08 am
- Forum: Assigned
- Topic: [Raiguard] [2.0.11] storage tank display is inconsistent
- Replies: 4
- Views: 292
Re: [Raiguard] [2.0.11] storage tank display is inconsistent
There is more fun with storage tanks and the fluid system: - create two tanks, fill each with a different liquid to 75% (I use an infinity pipe set to "exactly 75%" from Editor Extension). Each tank shows 19k Pipeline contents, but 18k in the side box. The real value should be 18,750 so th...
- Fri Nov 01, 2024 5:29 pm
- Forum: Assigned
- Topic: [Raiguard] [2.0.11] storage tank display is inconsistent
- Replies: 4
- Views: 292
Re: [Raiguard] [2.0.11] storage tank display is inconsistent
This is still the case with 2.0.14 (which fixes the "teleport a storage tank" problem).
This might be related to viewtopic.php?f=7&t=117768
This might be related to viewtopic.php?f=7&t=117768
- Fri Nov 01, 2024 5:26 pm
- Forum: Not a bug
- Topic: [2.0.13] hidden_in_factoriopedia works in unexpected ways
- Replies: 3
- Views: 171
Re: [2.0.13] hidden_in_factoriopedia works in unexpected ways
Hi,
Thanks for the quick answer. I assumed that it is not a bug, but it still works in unexpected ways. Is there a way to prevent opening factoriopedia for an entity?
Thanks for the quick answer. I assumed that it is not a bug, but it still works in unexpected ways. Is there a way to prevent opening factoriopedia for an entity?