Search found 332 matches
- Fri Aug 25, 2023 10:39 am
- Forum: Documentation Improvement Requests
- Topic: Redirects to the new docs structure lose the anchor
- Replies: 1
- Views: 342
Redirects to the new docs structure lose the anchor
Prominently seen here. You click the link, it takes you to the top of the page instead of the description of draw_text the original link was pointing at.
- Fri Aug 25, 2023 10:33 am
- Forum: Documentation Improvement Requests
- Topic: Alignments in rendering are unclear
- Replies: 8
- Views: 992
- Sat Aug 12, 2023 8:51 am
- Forum: Modding interface requests
- Topic: Icon or text indicating mod is zip or folder in game
- Replies: 2
- Views: 428
Re: Icon or text indicating mod is zip or folder in game
You saying that some mods didn't update after updating makes it sound related to a bug where version selection (and all other mod versions in general) is ignored if there is an unversioned folder of the mod.
- Thu Aug 10, 2023 11:30 am
- Forum: Implemented mod requests
- Topic: Custom furnace entity can't be smelted text
- Replies: 2
- Views: 1218
Re: Custom furnace entity can't be smelted text
This is a duplicate of viewtopic.php?f=28&t=2264, actually.
- Thu Aug 10, 2023 11:01 am
- Forum: Modding interface requests
- Topic: Get electric network information using API
- Replies: 6
- Views: 1536
Re: Get electric network information using API
When a power switch has connection to 2 electric sub networks and power switch is turned on, it causes both electric sub networks to become part of the same electric network by merging electric networks. This creates some problems because statistics you want to get are inside of the "electric ...
- Sun Jul 30, 2023 12:00 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 85269
Re: Documentation Improvement Requests
https://lua-api.factorio.com/latest/Con ... #Alignment says that a single-word alignment implies middle vertical alignment when in reality the vertical alignment is top.
- Wed Jul 26, 2023 2:50 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 85269
Re: Documentation Improvement Requests
LuaGuiElement API has multiple string properties, which can only assume a value from a specific set. In the JSON docs these properties should have a union type of all allowed values instead of just string. Same goes for passing these properties to LuaGuiElement.add. -> Changed it for the type of Lu...
- Wed Jul 05, 2023 8:04 pm
- Forum: Implemented for 2.0
- Topic: extend /admins [online|o] [count|c] <-- akin to /players
- Replies: 3
- Views: 842
- Mon Jun 26, 2023 12:27 pm
- Forum: Modding interface requests
- Topic: take_screenshot flag for train status text
- Replies: 2
- Views: 540
Re: take_screenshot flag for train status text
Train status is not updated often enough for that, IMO. It would mislead players into thinking it updated every tick.Stringweasel wrote: ↑Sun Jun 25, 2023 9:13 pmIMHO the train status should be in the tooltip, just like all the other information in the game. Not a random floating text. Then we wouldn't have this odd issue
- Mon Jun 12, 2023 5:43 pm
- Forum: Bug Reports
- Topic: Blueprints borked after loading modpack
- Replies: 10
- Views: 2277
- Fri May 26, 2023 10:07 am
- Forum: Modding interface requests
- Topic: entity_limitation and entity_limitation_blacklist for module prototypes
- Replies: 8
- Views: 1246
Re: entity_limitation and entity_limitation_blacklist for module prototypes
Then why limitations work from inside beacons?
- Thu May 25, 2023 1:05 pm
- Forum: Modding interface requests
- Topic: entity_limitation and entity_limitation_blacklist for module prototypes
- Replies: 8
- Views: 1246
Re: entity_limitation and entity_limitation_blacklist for module prototypes
Duplicate of https://forums.factorio.com/viewtopic.php?f=28&t=72130 (in spirit). One issue with this is how to convey to the player what the limits are in a given module. The distinction of what recipes accept what module effects is already confusing. Leave it to the mod author. That's what base...
- Tue May 16, 2023 10:32 pm
- Forum: Implemented for 2.0
- Topic: on_gui_element_destroyed
- Replies: 7
- Views: 1247
Re: on_gui_element_destroyed
Barely more than one LuaObject in my original request, if you count tags. And if you go with the registration route, you could get away with no LuaObjects at all, since a unique registration number will be uniquely identifiable. (and, TBH, bad GUI performance is hardly an argument to me when they ha...
- Sat May 13, 2023 10:00 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 85269
Re: Documentation Improvement Requests
-> Added to the docs in 1.1.102, thanks Honktown for the description/pointer to discord.
- Mon May 01, 2023 7:37 am
- Forum: Implemented for 2.0
- Topic: on_gui_element_destroyed
- Replies: 7
- Views: 1247
Re: on_gui_element_destroyed
If I have to go through all children in Lua, that doesn't make any difference. Regarding the number of events, deletion is a one-time thing, you don't delete and recreate GUIs every tick. And the game already has such events, which it doesn't bother to batch. Compare on_built and placing a big bluep...
- Sun Apr 30, 2023 12:39 pm
- Forum: Implemented for 2.0
- Topic: on_gui_element_destroyed
- Replies: 7
- Views: 1247
on_gui_element_destroyed
A new event that is called when a LuaGuiElement is destroyed. It would be great if it was raised before the element is gone, so that you could get the element itself. But if not, the element's common identifying properties should be passed: name, index, player index, tags and parent element. The pur...
- Sat Apr 29, 2023 5:42 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 85269
Re: Documentation Improvement Requests
[quote=paybara post_id=584599 time=1682745816 user_id=165945] LuaEntity.circuit_connected_entities did not appear to be populated when inspecting entities attached to circuit networks. [/quote] Hovering over the connected entity and performing [code]/c game.print(serpent.line(game.player.selected.c...
- Tue Apr 04, 2023 6:48 am
- Forum: Modding interface requests
- Topic: Dynamically render item icon based on item data
- Replies: 7
- Views: 1191
- Sun Apr 02, 2023 8:07 pm
- Forum: Not a bug
- Topic: [1.1.80] Boiler stops accepting fluid above certain temperature after fluid migration
- Replies: 1
- Views: 782
[1.1.80] Boiler stops accepting fluid above certain temperature after fluid migration
To reproduce: 1. Place a vanilla boiler with some infinite pipes going to and from it. Provide it with fuel. Ensure it functions. Save and close the game. 2. Change max_temperature of water to 150. This has to be the boiler's input fluid. 3. Load the game and open the above save. Adjust the temperat...
- Sun Apr 02, 2023 5:26 am
- Forum: Modding interface requests
- Topic: On_research_queued event
- Replies: 5
- Views: 940
Re: On_research_queued event
It's only a few slots long. Shouldn't be too costly. Alternatively, since you don't care about historical accuracy, you can poll it in on_research_finished or on_research_started. Or not at all, and just compress the actual researched techs into the queue when you reproduce the run. Actually, I have...