Search found 33 matches

by hgschmie
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.
by hgschmie
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...
by hgschmie
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.&...
by hgschmie
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...
by hgschmie
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...
by hgschmie
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...
by hgschmie
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.
by hgschmie
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 ...
by hgschmie
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:
Screenshot 2024-11-13 at 23.48.19.png
Screenshot 2024-11-13 at 23.48.19.png (955.77 KiB) Viewed 217 times
the debugger shows that get_fluid_contents correctly returns the amount (9520 petroleum-gas) but the fluid box contains no fluids:
Screenshot 2024-11-13 at 23.49.09.png
Screenshot 2024-11-13 at 23.49.09.png (43.97 KiB) Viewed 217 times
by hgschmie
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...
by hgschmie
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...
by hgschmie
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...
by hgschmie
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 ...
by hgschmie
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...
by hgschmie
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 = ... }`)
by hgschmie
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...
by hgschmie
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
by hgschmie
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?

Go to advanced search