Search found 3127 matches

by Bilka
Thu Dec 28, 2023 5:59 pm
Forum: Modding help
Topic: Setting the initial scene...
Replies: 1
Views: 264

Re: Setting the initial scene...

For the unmodded game, you'll want to look at the freeplay remote interface for setting starting items, see \data\base\scenarios\freeplay\freeplay.lua, which would be runtime stage. The remote interface provides methods to set which entities ("ship parts") should be spawned.
by Bilka
Thu Dec 28, 2023 5:53 pm
Forum: Resolved Requests
Topic: Use string unions instead of generic string
Replies: 3
Views: 499

Re: Use string unions instead of generic string

Thanks for noting this, I fixed the listed methods/attributes and checked and fixed the following classes for the next release (1.1.102): LuaItemStack LuaStyle LuaGuiElement LuaEntity LuaEntityPrototype LuaItemPrototype LuaLogisticNetwork LuaGameScript ItemPrototypeFilters EntityPrototypeFilters eve...
by Bilka
Thu Dec 28, 2023 5:46 pm
Forum: Resolved Requests
Topic: LuaItemStack::set_mapper() needs optional parameter
Replies: 1
Views: 262

Re: LuaItemStack::set_mapper() needs optional parameter

Thanks for noting this, fixed for the next release (1.1.102). Same fix was done for the filter in LuaItemStack:set_tile_filter().
by Bilka
Thu Dec 28, 2023 12:47 pm
Forum: Technical Help
Topic: [1.1.101] Performance regression causing severe stuttering
Replies: 8
Views: 711

Re: [1.1.101] Performance regression causing severe stuttering

1.1.83 added controller support and I recall people reporting stuttering related to controllers in the past (viewtopic.php?p=576844#p576844 108781). So try disconnecting any controllers that you might have connected.
by Bilka
Wed Dec 13, 2023 9:22 am
Forum: Modding interface requests
Topic: Exclude entity from mining productivity
Replies: 7
Views: 809

Re: Exclude entity from mining productivity

Now, not to say that this request wouldn't have other usecases. But when I read "we are adding a new Offshore Pump that can be affected by modules" I kind of expect a request for module slots for offshore pumps, not something related to mining drills :D
by Bilka
Wed Dec 13, 2023 9:04 am
Forum: Modding help
Topic: Fire Armor now working after being crafted
Replies: 5
Views: 546

Re: Fire Armor now working after being crafted

Hm, that sounds all correct. Just to confirm, you're crafting the armor, wearing it, moving around and no fire is spawned? Maybe you could zip the mod and upload it here, perhaps that reveals something. Also, just to confirm, make sure you're not working on a copy of the mod or something, we've all ...
by Bilka
Tue Dec 12, 2023 11:28 am
Forum: Modding discussion
Topic: Identify if an item is "intermediate"
Replies: 2
Views: 356

Re: Identify if an item is "intermediate"

If you're looking for the item group (the tab in the inventory), it's https://lua-api.factorio.com/latest/classes/LuaItemPrototype.html#group. If you're looking for whether a recipe allow productivity modules it's https://lua-api.factorio.com/latest/classes/LuaItemPrototype.html#limitations on the p...
by Bilka
Mon Dec 11, 2023 3:55 pm
Forum: Resolved Requests
Topic: Specify meaning of alternative numbered key "tuple"s for struct types
Replies: 4
Views: 690

Re: Specify meaning of alternative numbered key "tuple"s for struct types

Please also note that the tuple format for ItemProductPrototype will be removed in 2.0
by Bilka
Mon Dec 11, 2023 3:51 pm
Forum: Resolved Requests
Topic: More precise type information for has_flag
Replies: 1
Views: 281

Re: More precise type information for has_flag

Thanks for pointing this out, all has_flag and ghost_has_flag methods will have better types for the next version. The types of the Flags concepts have been split similarly to how CollisionMask and CollisionMaskLayer are separate types for the dictionary and the union of strings.
by Bilka
Mon Dec 11, 2023 3:49 pm
Forum: Resolved Requests
Topic: LuaSurface.find_entity talks about "type"
Replies: 1
Views: 329

Re: LuaSurface.find_entity talks about "type"

Thanks for noting this, fixed for the next version.
by Bilka
Mon Dec 11, 2023 3:49 pm
Forum: Resolved Requests
Topic: LuaGuiElement.select() uses a reserved keyword
Replies: 2
Views: 434

Re: LuaGuiElement.select() uses a reserved keyword

Thanks for noting this, the parameters have been renamed to start_index and end_index for the next version.
by Bilka
Mon Dec 11, 2023 3:14 pm
Forum: Resolved Requests
Topic: Change dictionaries to tables (when applicable)
Replies: 2
Views: 478

Re: Change dictionaries to tables (when applicable)

Thanks for pointing this out, done for LuaEntity::belt_neighbours, LuaTrain::locomotives, LuaLogisticNetwork::get_supply_counts() and LuaLogisticNetwork::get_supply_points(). LuaEntity::neighbours was also a candidate, but I think the table type would be a mess so I left it as is. All other string d...
by Bilka
Mon Dec 11, 2023 2:12 pm
Forum: Resolved Requests
Topic: Specify meaning of alternative numbered key "tuple"s for struct types
Replies: 4
Views: 690

Re: Specify meaning of alternative numbered key "tuple"s for struct types

I understand the order answer for the second example, but not for the first. Do you mean that a tuple that takes one string and one number will always be the first string and first number in the sorted fields? The only tuples that take an ItemID and an uint16 are the ItemIngredientPrototype and Ite...
by Bilka
Mon Dec 11, 2023 1:47 pm
Forum: Modding help
Topic: Fire Armor now working after being crafted
Replies: 5
Views: 546

Re: Fire Armor now working after being crafted

Hey, the tutorial is up to date for the latest version. I assume that by "working" you mean it doesn't spawn the fire after you put on the armor? In that case, the issue will be with the control.lua. For example, maybe you forgot to save the file, or it has the wrong name. Or you're subscr...
by Bilka
Tue Dec 05, 2023 6:45 pm
Forum: Resolved Requests
Topic: Types/LocalisedString missing number variant
Replies: 1
Views: 363

Re: Types/LocalisedString missing number variant

They indeed allow numbers. Added to the docs for the next version, thanks for pointing it out.

Note that in 2.0, they do not allow any number or bool - you need to call tostring() on them first if you want to use those types.
by Bilka
Tue Dec 05, 2023 6:41 pm
Forum: Resolved Requests
Topic: Specify meaning of alternative numbered key "tuple"s for struct types
Replies: 4
Views: 690

Re: Specify meaning of alternative numbered key "tuple"s for struct types

It's always in the order of the struct with the default sort. But I still added textual descriptions to all prototype stage tuples in the next version.
by Bilka
Tue Dec 05, 2023 4:55 pm
Forum: Resolved Requests
Topic: EquipmentPrototype states energy_source as ElectricEnergySource but it can be different - No, just confusing
Replies: 3
Views: 474

Re: EquipmentPrototype states energy_source as ElectricEnergySource but it can be different - No, just confusing

I'll consider this post an indication to improve https://lua-api.factorio.com/latest/typ ... .html#type to mention that not only it's not mandatory, is completely ignored when the energy source is loaded directly as a ElectricEnergySource. Done for the next version for BurnerEnergySource and Electr...
by Bilka
Tue Dec 05, 2023 4:53 pm
Forum: Resolved Requests
Topic: The grammar for description of selection_box has a little weirdness
Replies: 2
Views: 386

Re: The grammar for description of selection_box has a little weirdness

That looks like a comma splice. The comma has been replaced with a period for the next version.
by Bilka
Sat Dec 02, 2023 5:13 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.99] Pumpjacks drain oil fields below expected yield
Replies: 6
Views: 2938

Re: [1.1.99] Pumpjacks drain oil fields below expected yield

I apologize, I was testing on 1.1.94.... It is indeed broken in 1.1.99. (I'm also on Linux).

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