Search found 283 matches

by Muppet9010
Fri Jun 25, 2021 12:59 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 119807

Re: Small documentation improvement requests

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 ...
by Muppet9010
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 ...
by Muppet9010
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 ...
by Muppet9010
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 ...
by Muppet9010
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 ...
by Muppet9010
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 ...
by Muppet9010
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 ...
by Muppet9010
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 ...
by Muppet9010
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 ...
by Muppet9010
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 ...
by Muppet9010
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 ...
by Muppet9010
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 ...
by Muppet9010
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 ...
by Muppet9010
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.
by Muppet9010
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 ...
by Muppet9010
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.
by Muppet9010
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.
by Muppet9010
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.
by Muppet9010
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 ...
by Muppet9010
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.

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