Search found 25 matches

by GlassBricks
Mon Jan 29, 2024 6:56 am
Forum: Mod portal Discussion
Topic: Failed to upload mod: Unknown error (PY)
Replies: 2
Views: 296

Re: Failed to upload mod: Unknown error (PY)

Thanks for the quick reply. It seems the error is not unknown after all...
It's probably a low priority thing, but as a suggestion could this error message become less unknown and more descriptive?
by GlassBricks
Mon Jan 29, 2024 6:29 am
Forum: Mod portal Discussion
Topic: Failed to upload mod: Unknown error (PY)
Replies: 2
Views: 296

Failed to upload mod: Unknown error (PY)

When trying to upload a new version of my mod, I get a message that says "Unknown error (PY)". The message kindly told me to open a support forum here.

Attached is the mod zip.

Any help is appreciated; thanks in advance!
by GlassBricks
Tue Nov 07, 2023 7:46 pm
Forum: Resolved Problems and Bugs
Topic: Crash in Seablock after 1.1.95 update
Replies: 8
Views: 1633

Re: Crash in Seablock after 1.1.95 update

Here's a possibly related crash, that occurs in 1.1.95 (but not 1.1.94): I'm abusing a rail-remnants prototype to get a simple entity with the collision box of a curved rail. Making an educated guess from the stack trace, changing the time_to_live of that prototype from max 32-bit int (the type docu...
by GlassBricks
Sat May 27, 2023 7:19 pm
Forum: Modding interface requests
Topic: Allow read/write to blueprint's description
Replies: 0
Views: 360

Allow read/write to blueprint's description

Right now, AFAIK there is no API to read or write to blueprint descriptions.

I have a mod which deals with creating blueprints; it would be nice if I would allow users to save/write to descriptions, but this is currently not (reasonably) possible to do.
by GlassBricks
Fri Apr 28, 2023 6:45 pm
Forum: Modding interface requests
Topic: Allow mod to track entities across undo
Replies: 2
Views: 569

Re: Allow mod to track entities across undo

Another potential way to do this is to add a "old unit_number" field to events when undo is done. This means more work for the mod, but at least the mod can detect the undo and what entity it used to correspond to.
by GlassBricks
Fri Apr 28, 2023 6:41 pm
Forum: Modding interface requests
Topic: Extend on_player_fast_transferred with item dropped (Z)
Replies: 1
Views: 495

Re: Extend on_player_fast_transferred with item dropped (Z)

I also have a use case for this (checking module changes).

My current workaround is making a check for changes during on_player_cursor_changed, but that's inefficient and a bit hacky.
by GlassBricks
Wed Apr 26, 2023 5:54 pm
Forum: Modding interface requests
Topic: Fire on_player_rotated_entity event when an underground belt is rotated by dragging belt
Replies: 1
Views: 465

Fire on_player_rotated_entity event when an underground belt is rotated by dragging belt

Right now, no event is triggered when an underground belt is rotated by dragging a belt over it in the opposite direction.

Could we add some event, such as on_player_rotated_entity, to detect this?
by GlassBricks
Wed Apr 26, 2023 5:36 pm
Forum: Modding interface requests
Topic: Allow mod to track entities across undo
Replies: 2
Views: 569

Allow mod to track entities across undo

It is often desirable to attach some data to an entity, this can be done for instance, with a table by unit_number in global. However an entity is deleted, then the deletion is un-done. there is no way to remember or recover this data. The unit number changes, there's no other identifying info. The ...
by GlassBricks
Mon Apr 17, 2023 9:00 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][1.1.80] Cannot import very large blueprint book string
Replies: 4
Views: 2576

Re: [1.1.80] Cannot import very large blueprint book string

Rseding91 wrote: ↑
Sun Apr 16, 2023 11:20 am
This looks similar to viewtopic.php?f=182&t=105527
I looked at that post, and I think this may not be quite that similar:
- I'm using x11, not Wayland
- Importing the large string still works in earlier factorio versions (1.1.72)
by GlassBricks
Sat Apr 15, 2023 7:20 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][1.1.80] Cannot import very large blueprint book string
Replies: 4
Views: 2576

[raiguard][1.1.80] Cannot import very large blueprint book string

When I try to paste a very string into the import blueprint window, the game pauses for half a second, and nothing is pasted; I can't import the blueprint (book). Importing a large string works fine with an earlier factorio version (1.1.72); I have that version installed elsewhere and just tested it...
by GlassBricks
Fri Nov 04, 2022 4:38 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 86450

Re: Documentation Improvement Requests

2 things: LuaSurface::entity_prototype_collides and decorative_prototype_collides return a boolean; not nothing. They also have no description, so I'm guessing what they do from the name. In my testing LuaItemStack::default_icons is of type of type BlueprintSignalIcon[], not BlueprintItemIcon[]. Th...
by GlassBricks
Sat Oct 29, 2022 9:59 pm
Forum: Modding interface requests
Topic: Selection tool with configurable filters
Replies: 0
Views: 417

Selection tool with configurable filters

It would be great to allow a selection tool to have user-configurable filters, like with the deconstruction planner.
Using a deconstruction item prototype doesn't work, as it limits you to just creating another deconstruction planner.
by GlassBricks
Sat Sep 24, 2022 11:54 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.69] Highlight-box targeting entity not visible if tick is paused
Replies: 1
Views: 1623

[1.1.69] Highlight-box targeting entity not visible if tick is paused

Steps to reproduce: - Create a freeplay save (no mods) - Go to editor mode (this pauses ticks) - Build an entity (tested with iron-chest) - Create a highlight box around that entity ( /c game.surfaces[1].create_entity{name = "highlight-box", position = game.player.selected.position, target...
by GlassBricks
Sat Sep 24, 2022 11:15 pm
Forum: Minor issues
Topic: [1.1.59] Events on_player_changed_position and on_player_promoted run before on_player_created
Replies: 3
Views: 1366

Re: [1.1.59] Events on_player_changed_position and on_player_promoted run before on_player_created

Late reply is better than never! Still happens in 1.1.69 Apparently, this only happens with the "freeplay" scenario (maybe has something to do with the cutscene?) Steps to reproduce: 1. Create a mod that uses on_player_created and on_player_changed_position; example control.lua: script.on_...
by GlassBricks
Sat Jul 30, 2022 9:10 pm
Forum: Won't implement
Topic: Provide a way to render entities (without creating entities)
Replies: 2
Views: 685

Provide a way to render entities (without creating entities)

It would be useful to be able to "display" an entity, like in the cursor entity/blueprint preview. Something like rendering.draw_entity { name, surface, target, tint, direction, etc... } could accomplish this. I don't think there's currently way to do this: Entity-ghost runs into too many ...
by GlassBricks
Sun May 15, 2022 5:17 pm
Forum: Minor issues
Topic: [1.1.59] Events on_player_changed_position and on_player_promoted run before on_player_created
Replies: 3
Views: 1366

[1.1.59] Events on_player_changed_position and on_player_promoted run before on_player_created

In a mod, I initialize some data in on_player_created (and during on_init), and use it during on_player_changed_position. However, when creating a new save (freeplay scenario), on_player_changed_position was raised before on_player_created, which led to a crash (attempt to index nil, the player data...
by GlassBricks
Tue Nov 16, 2021 1:18 am
Forum: Resolved Problems and Bugs
Topic: [Rseding] [1.1.46] on_game_created_from_scenario event not fired after "Save and Play" from map editor
Replies: 1
Views: 2184

[Rseding] [1.1.46] on_game_created_from_scenario event not fired after "Save and Play" from map editor

Title says it all. This would allow testing (soft) mod setup behaviour without having to leave the map editor, create a new save, test, quit, reopen the map editor...


Edit: grammar
by GlassBricks
Sun Nov 14, 2021 1:15 am
Forum: Modding interface requests
Topic: inconsistent `require` behavior when files imported by other mods
Replies: 1
Views: 1067

inconsistent `require` behavior when files imported by other mods

When a file is imported using "__modname__.path.to.file", the behaviour of "require" within that file changes (vs a "normal" require). Based on my observations: If the file is in the root of the mod directory, relative imports do not work at all. If the file is in a fol...
by GlassBricks
Tue Nov 09, 2021 10:25 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 86450

Re: Small documentation improvement requests

It seems LocalisedString also allows boolean values (and even nil in many cases); this could be documented.

-> Thanks, this is clarified for the next release.

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