Search found 24 matches
- Sun May 18, 2025 2:00 pm
- Forum: Not a bug
- Topic: [2.0.47] Boolean returned by teleport does not represent Success.
- Replies: 6
- Views: 376
Re: [2.0.47] Boolean returned by teleport does not represent Success.
Spacedestructor-Momentum-Fork_1.0.0/Scripts/EventHandlers/Tick.lua line 230 seems to be interfering.
OH, i feel incredibly stupid right now.
Im working to fix up a mess someone else made (hence why its a fork) and i totally forgot that the "HalfDistance" function also has a build in api call ...
- Sun May 18, 2025 1:44 pm
- Forum: Not a bug
- Topic: [2.0.47] Boolean returned by teleport does not represent Success.
- Replies: 6
- Views: 376
Re: [2.0.47] Boolean returned by teleport does not represent Success.
So there is no reproduction i could take a look?
-- edit:
I did a quick check on a fresh save file:
/c
storage.corpse = game.surfaces.nauvis.create_entity{name="character-corpse", position={0,0}, force="player"}
script.on_event(defines.events.on_tick, function(e)
storage.corpse.teleport ...
- Sun May 18, 2025 12:17 pm
- Forum: Not a bug
- Topic: [2.0.47] Boolean returned by teleport does not represent Success.
- Replies: 6
- Views: 376
Re: [2.0.47] Boolean returned by teleport does not represent Success.
Please provide full reproduction steps or more accurately point at part of log that shows the failure to teleport the corpses.
I am not seeing any issues here:
Teleport Success: true
Teleported "[LuaEntity: character-corpse at [gps=46.9,-32.7]]" from {x = 45.2421875, y = -32.5} to {x = 46.9375 ...
- Sun May 18, 2025 11:11 am
- Forum: Not a bug
- Topic: [2.0.47] Boolean returned by teleport does not represent Success.
- Replies: 6
- Views: 376
[2.0.47] Boolean returned by teleport does not represent Success.
When attempting to teleport an Entity of type "character-corpse" or "corpse" the teleport api call will return true for a valid location but the entity is not teleported.
the api documentation states it should return false when it failed to teleport or the provided entity cant be teleported in ...
the api documentation states it should return false when it failed to teleport or the provided entity cant be teleported in ...
- Sat Oct 19, 2024 6:23 pm
- Forum: 1 / 0 magic
- Topic: [1.1.110] Pausing using the Editors "Time" Tab loops Autosave function.
- Replies: 4
- Views: 891
Re: [1.1.110] Pausing using the Editors "Time" Tab loops Autosave function.
When i looked at this save file i was unable to reproduce anything. Main suspicious part that i noticed is the game speed this save file is set to be targeting: a speed of 1000. Given that autosave is timed using update ticks (which are counted even when time is paused), could it be that you have ...
- Sat Oct 19, 2024 12:41 pm
- Forum: 1 / 0 magic
- Topic: [1.1.110] Pausing using the Editors "Time" Tab loops Autosave function.
- Replies: 4
- Views: 891
Re: [1.1.110] Pausing using the Editors "Time" Tab loops Autosave function.
Thanks for the report however I can't reproduce this when following your steps.
Can you make a video showing this?
Apology for the late Response,
i did try to record it but i wasnt able to.
The bug continues to occur if i load the attached save file but starting a new game doesnt trigger it as ...
- Fri Sep 06, 2024 1:59 pm
- Forum: 1 / 0 magic
- Topic: [1.1.110] Pausing using the Editors "Time" Tab loops Autosave function.
- Replies: 4
- Views: 891
[1.1.110] Pausing using the Editors "Time" Tab loops Autosave function.
1.)
I experimented in the Editors "Time" Tab with the provided functionality and especially the "Play for limited time" section.
2.)
I noticed by accident that if you press the Pause button in the "Speed" section while the game is performing an auto save and wait until the autosave is complete ...
I experimented in the Editors "Time" Tab with the provided functionality and especially the "Play for limited time" section.
2.)
I noticed by accident that if you press the Pause button in the "Speed" section while the game is performing an auto save and wait until the autosave is complete ...
- Fri Apr 26, 2024 3:42 pm
- Forum: Resolved Requests
- Topic: remove_tab
- Replies: 4
- Views: 1022
Re: remove_tab
You have to call remove_tab(nil), with the explicit nil arg. The docs need an update to make that clearer and I'll see if it's possible to change this to allow remove_tab() for 2.0.
thanks a lot, i wasnt aware that there is a difference to begin with between leaving it out and providing nil ...
- Fri Apr 26, 2024 3:25 pm
- Forum: Resolved Requests
- Topic: remove_tab
- Replies: 4
- Views: 1022
remove_tab
Recently i ran in to "remove_tab()" while working with Gui things and i discovered that the documentation says "The tab to remove. If not given, it removes all tabs.".
However if i do this then the game will error and tell me that the "tab" parameter in "remove_tab(tab)" is a required parameter.
it ...
However if i do this then the game will error and tell me that the "tab" parameter in "remove_tab(tab)" is a required parameter.
it ...
- Fri Sep 29, 2023 10:00 pm
- Forum: Tools
- Topic: Factsim - A Factorio combinator simulator
- Replies: 12
- Views: 15587
Re: Factsim - A Factorio combinator simulator
It looks like you're trying to import a blueprint with a non-ascii character in it, it's complaining that the 9615'th character is not a valid ascii character ('\u2265' is apparently a non-ascii greater-than-equals character - ref ).
Factorio blueprints are all base64 encoded. Base64 encodes ...
- Tue Feb 07, 2023 6:16 pm
- Forum: Tools
- Topic: Factsim - A Factorio combinator simulator
- Replies: 12
- Views: 15587
Re: Factsim - A Factorio combinator simulator
I may have done some errors on my end since i dont have any previous python experience but i did install python to test this out and its always either giving out errors or just not doing anything at all.
So im simply just posting the error thats related to the project it self and not python. dont ...
So im simply just posting the error thats related to the project it self and not python. dont ...
- Wed Jan 04, 2023 2:44 am
- Forum: Modding help
- Topic: inverted search limit filter
- Replies: 4
- Views: 1345
Re: inverted search limit filter
/c
player = game.player
entity = game.player.selected
game.print( "Distance between " .. entity.name .. " and " .. player.name .. " is: " .. math.sqrt((entity.position.x - player.position.x)^2 + (entity.position.y - player.position.y)^2) )
Thanks a lot for the help!
- Wed Jan 04, 2023 2:12 am
- Forum: Modding help
- Topic: inverted search limit filter
- Replies: 4
- Views: 1345
Re: inverted search limit filter
The radius and limit filters cannot be inverted.
I would search the entire surface, then calculate the radius yourself using triangles: a² + b² = c².
Thanks for the info that the radius cant be inverted, i wasnt aware of this and would otherwise have used the inverted filter with radius ...
- Wed Jan 04, 2023 1:36 am
- Forum: Modding help
- Topic: inverted search limit filter
- Replies: 4
- Views: 1345
inverted search limit filter
I hope this is the correct place for me to ask this question,
i have recently come across a situation thats not documented in the official Factorio api documentation and so i would like to ask if anyone in the community has an answer for me.
I entered a situation where i search in a given radius for ...
i have recently come across a situation thats not documented in the official Factorio api documentation and so i would like to ask if anyone in the community has an answer for me.
I entered a situation where i search in a given radius for ...
- Sat Dec 03, 2022 6:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.69] Audio does not switch to headphones when connected after factorio has started
- Replies: 10
- Views: 4249
Re: [Donion] [1.1.69] Audio does not switch to headphones when connected after factorio has started
If I understand it correctly, your headset is set as the default device in Windows but no matter the Factorio settings, the audio is going out through the TV?
Can you post a log with Factorio's preferred device set to default and another log when it's set to your headset?
I would like to ...
- Thu Dec 01, 2022 11:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.69] Audio does not switch to headphones when connected after factorio has started
- Replies: 10
- Views: 4249
Re: [Donion] [1.1.69] Audio does not switch to headphones when connected after factorio has started
i would like to contribute to this thread and saying i have nearly the same issue but with the main difference im not connecting or disconnecting any audio devices.
I have my headset set to default in windows but the connected Microphone and TV provide alternative audio outputs.
For some ...
I have my headset set to default in windows but the connected Microphone and TV provide alternative audio outputs.
For some ...
- Fri Feb 18, 2022 7:44 am
- Forum: Modding help
- Topic: Scripting help with recipes
- Replies: 4
- Views: 1810
Re: Scripting help with recipes
Correct.
And one addendum/correction to my previous post. One thing about recipes that can be changed at runtime is whether or not they are enabled.
One thing to keep in mind is that (for prototypes) everything has a data stage version and then a runtime version. When looking through the docs ...
- Fri Feb 18, 2022 5:36 am
- Forum: Modding help
- Topic: Scripting help with recipes
- Replies: 4
- Views: 1810
Re: Scripting help with recipes
This is an incomplete answer, but prototypes cannot be altered outside of the data stage. Some things, like entities, take a copy of the prototype and will allow editing of some of their values for that specific entity , but you'd have to check out the API docs to know for sure which ones allow ...
- Fri Feb 18, 2022 1:13 am
- Forum: Modding help
- Topic: Scripting help with recipes
- Replies: 4
- Views: 1810
Scripting help with recipes
I hope this hasnt been asked before but i made a little mod that helps me testing production setups by providing in a cheat the resources necessary to keep it running.
Now when i want to write in the script features for the user to customize the mod experience i run in the issue for example that ...
Now when i want to write in the script features for the user to customize the mod experience i run in the issue for example that ...
- Sun Nov 07, 2021 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Include Train Fuel Info into Train Stops
- Replies: 21
- Views: 9457
Re: Include Train Fuel Info into Train Stops
The suggestion is (at the moment) pointless.
Assume you could read the fuel level and you see the train is low on fuel. Now what? There is no way to send it to the refuel station. And no way to skip the fuel station if a train has enough fuel. For this to be of any use first one of the many ...