The runtime-api.json doesn't include Custom Input Events.
I did a search for selected_prototype in the api doc and only usage was as part of the LuaCustomInputPrototype
https://lua-api.factorio.com/latest/events.html#Custom%20Input%20Events
-> I initially excluded this one on purpose because it ...
Search found 283 matches
- Fri Jun 25, 2021 12:59 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 119807
- Sat Jun 19, 2021 8:54 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 119807
Re: Small documentation improvement requests
The link to Event Filters on the latest API home page is broken.
https://lua-api.factorio.com/latest/#Events
Capture.PNG
-> Like you noted below (comments now deleted to not clutter up the thread), this has been moved to concepts. That particular link was missed somehow though, so thanks ...
https://lua-api.factorio.com/latest/#Events
Capture.PNG
-> Like you noted below (comments now deleted to not clutter up the thread), this has been moved to concepts. That particular link was missed somehow though, so thanks ...
- Thu Jun 17, 2021 12:16 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 119807
Re: Small documentation improvement requests
Autoplace specifiation peak documentation doesn't list the dimension attributes specifically, instead as `d_XXX`. This makes any machine reading of the API spec break, as it can't see that `temperature_optimal` is a valid attribute.
d_optimal :: double: d is the dimension name; this attribute ...
d_optimal :: double: d is the dimension name; this attribute ...
- Thu Jun 10, 2021 6:36 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 119807
Re: Small documentation improvement requests
LuaSurface.can_place_entity() requires inner_name when the the entity you are trying to test place is an "entity-ghost". The docs don't mention it, but you get a missing key error.
https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.can_place_entity
Looks to be the same usage as the ...
https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.can_place_entity
Looks to be the same usage as the ...
- Sun Jan 10, 2021 9:19 pm
- Forum: Modding interface requests
- Topic: add information to event for fast_replace of entities
- Replies: 1
- Views: 1002
Re: add information to event for fast_replace of entities
+1
Hit a similar sounding scenario where I use simple-entity-with-force as the player interaction entity, and a bunch of mod placed entities and mod global data around them.
Have to use the pre_build and match up positions and (hopefully correct) player surface against mod global data to detect a ...
Hit a similar sounding scenario where I use simple-entity-with-force as the player interaction entity, and a bunch of mod placed entities and mod global data around them.
Have to use the pre_build and match up positions and (hopefully correct) player surface against mod global data to detect a ...
- Sun Jan 03, 2021 8:37 pm
- Forum: Modding interface requests
- Topic: Trees shouldn't regenerate health from 0
- Replies: 5
- Views: 2011
Re: Trees shouldn't regenerate health from 0
This arose as a work around for this other bug: https://forums.factorio.com/viewtopic.php?f=7&t=93880
Basically I have a modded mine that makes everything in its radius inactive and indestructible. But other biters that were trying to path through these would often start attacking trees or player ...
Basically I have a modded mine that makes everything in its radius inactive and indestructible. But other biters that were trying to path through these would often start attacking trees or player ...
- Sun Jan 03, 2021 8:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.6] Biters trying to path through indestructible entities attack them
- Replies: 3
- Views: 3702
Re: [1.1.6] Biters trying to path through indestructible entities attack them
Sorry I was quickly logging this as I came across a note I made when making a mod ages ago. I had assumed it was more common than it turns out.
The attached save reproduces the issue: aaa3.zip
The issue seems to be if the biter is already attacking the entity and then the entity becomes ...
The attached save reproduces the issue: aaa3.zip
The issue seems to be if the biter is already attacking the entity and then the entity becomes ...
- Sun Jan 03, 2021 6:23 pm
- Forum: Modding interface requests
- Topic: Trees shouldn't regenerate health from 0
- Replies: 5
- Views: 2011
Trees shouldn't regenerate health from 0
If you set a tree's health to 0 to make it indestructible and can not be attacked, it will slowly regenerate health from 0.
0 would seem to have a special significance given it impacts biters and its not a reachable state in normal scenarios without the tree dieing. So I don't believe health should ...
0 would seem to have a special significance given it impacts biters and its not a reachable state in normal scenarios without the tree dieing. So I don't believe health should ...
- Sun Jan 03, 2021 3:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.6] Biters trying to path through indestructible entities attack them
- Replies: 3
- Views: 3702
[Oxyd] [1.1.6] Biters trying to path through indestructible entities attack them
Below indestructible is: LuaEntity.destructible = false
When biters try to path through indestructible entities they attack them, despite being able to do no damage. I believe the pathing biters are expected to treat an indestructible entity the same as an entity with its health set to 0 and know ...
When biters try to path through indestructible entities they attack them, despite being able to do no damage. I believe the pathing biters are expected to treat an indestructible entity the same as an entity with its health set to 0 and know ...
- Sun Jan 03, 2021 3:34 pm
- Forum: Not a bug
- Topic: [1.1.6] Trees regenerate health from 0
- Replies: 1
- Views: 1046
[1.1.6] Trees regenerate health from 0
If you set a tree's health to 0 to make it indestructible and can not be attacked, it will slowly regenerate health from 0.
0 would seem to have a special significance given it impacts biters and its not a reachable state in normal scenarios without the tree dieing. So I don't believe health should ...
0 would seem to have a special significance given it impacts biters and its not a reachable state in normal scenarios without the tree dieing. So I don't believe health should ...
- Mon Dec 28, 2020 7:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.6] Crash connecting custom rail signal via circuit wire (DrawQueue::draw)
- Replies: 1
- Views: 2223
[Rseding91] [1.1.6] Crash connecting custom rail signal via circuit wire (DrawQueue::draw)
I get a crash when connecting 2 custom rail signals with a circuit wire. I believe it is due to the rail signal only having 1 animation direction and 1 circuit_wire_connection_points and circuit_connector_sprites entry.
It only seems to happen on East/West rail signals and not North South rail ...
It only seems to happen on East/West rail signals and not North South rail ...
- Wed Nov 04, 2020 10:14 pm
- Forum: Not a bug
- Topic: [Rseding91] [1.0.0] Trivial-Smoke created via API ignores movement_slow_down_factor of 1
- Replies: 2
- Views: 1167
[Rseding91] [1.0.0] Trivial-Smoke created via API ignores movement_slow_down_factor of 1
Trivial smoke generated via LuaSurface.create_trivial_smoke{} ignores the movement_slow_down_factor option when set to 1 in the trivial smoke prototype. This causes it to move around randomly. When this same trivial smoke is created via a trigger item it stays still.
My test trivial smoke example ...
My test trivial smoke example ...
- Sun Oct 25, 2020 10:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
- Replies: 22
- Views: 13990
Re: [kovarex] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
The issue is the difference between a new BP being made and an existing BP having its contents re-selected.
On a new BP being selected the on_player_setup_blueprint event can be traced through to the player.blueprint_to_setup.get_blueprint_entities() correctly. With player.blueprint_to_setup.valid ...
On a new BP being selected the on_player_setup_blueprint event can be traced through to the player.blueprint_to_setup.get_blueprint_entities() correctly. With player.blueprint_to_setup.valid ...
- Sun Oct 25, 2020 7:01 pm
- Forum: Duplicates
- Topic: [1.0.0] Crash when loading save w/o mods, no error captured
- Replies: 10
- Views: 2807
Re: [1.0.0] Crash when loading save w/o mods, no error captured
Ah, that'd be why my searching around mod removal found nothing. Thanks for heads-up.
- Sun Oct 25, 2020 4:52 pm
- Forum: Duplicates
- Topic: [1.0.0] Crash when loading save w/o mods, no error captured
- Replies: 10
- Views: 2807
Re: [1.0.0] Crash loading save, no error captured
Yea that's exactly what it does in all other cases I've ever encountered in Factorio.
It should run a migration and remove all modded prototypes and instances and then load the map.
When Factorio ever errors it normally shows an error message and logs what went wrong. Standard error catching. So ...
It should run a migration and remove all modded prototypes and instances and then load the map.
When Factorio ever errors it normally shows an error message and logs what went wrong. Standard error catching. So ...
- Sun Oct 25, 2020 4:08 pm
- Forum: Duplicates
- Topic: [1.0.0] Crash when loading save w/o mods, no error captured
- Replies: 10
- Views: 2807
Re: [1.0.0] Crash loading save, no error captured
Yes syncing the mods to the save is how I confirmed it worked earlier today. Technically some of the mods are sync newer than the save, but it still loads fine.
Only when no mods and the save is loaded does it crash.
Only when no mods and the save is loaded does it crash.
- Sun Oct 25, 2020 4:06 pm
- Forum: Duplicates
- Topic: [1.0.0] Crash when loading save w/o mods, no error captured
- Replies: 10
- Views: 2807
Re: [1.0.0] Crash loading save, no error captured
The save is fine if loaded with all the mods. So no need for any extra effort thanks.
I only tried to remove the mods so I could test another mod against the map I'm general.
I only tried to remove the mods so I could test another mod against the map I'm general.
- Sun Oct 25, 2020 2:06 pm
- Forum: Duplicates
- Topic: [1.0.0] Crash when loading save w/o mods, no error captured
- Replies: 10
- Views: 2807
[1.0.0] Crash when loading save w/o mods, no error captured
Loading the below linked save without any of the mods it expects causes the game to crash/close. There is no error captured on screen or in the logs.
Save: https://www.dropbox.com/s/p7eyxzpmen0ju ... e.zip?dl=0
Log file attached.
No dump file is created.
Save: https://www.dropbox.com/s/p7eyxzpmen0ju ... e.zip?dl=0
Log file attached.
No dump file is created.
- Sat Oct 24, 2020 3:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
- Replies: 22
- Views: 13990
Re: [kovarex] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
This may be a silly question, but why doesn't the player.blueprint_to_setup object get reset to a readable state on the reselection of an area?
As an area of the map has been selected to load the blueprint from, is it not just some blueprint data like name, icons, includes(?) are pre-populated ...
As an area of the map has been selected to load the blueprint from, is it not just some blueprint data like name, icons, includes(?) are pre-populated ...
- Sat Oct 03, 2020 7:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Crash loading save: "Active entities count doesn't match."
- Replies: 3
- Views: 1337
Re: [1.0.0] Crash loading save: "Active entities count doesn't match."
corrected save file: https://www.dropbox.com/s/esv4dtxht6fzw ... 2.zip?dl=0
sorry Dropbox didn't over write an old file with the same name. I assumed it would have, but didn't check for a conflict in fairness.
sorry Dropbox didn't over write an old file with the same name. I assumed it would have, but didn't check for a conflict in fairness.