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?
Search found 25 matches
- Mon Jan 29, 2024 6:56 am
- Forum: Mod portal Discussion
- Topic: Failed to upload mod: Unknown error (PY)
- Replies: 2
- Views: 296
- 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!
Attached is the mod zip.
Any help is appreciated; thanks in advance!
- 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...
- 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.
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.
- 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.
- 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.
My current workaround is making a check for changes during on_player_cursor_changed, but that's inefficient and a bit hacky.
- 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?
Could we add some event, such as on_player_rotated_entity, to detect this?
- Wed Apr 26, 2023 5:50 pm
- Forum: Modding interface requests
- Topic: copy-paste by blueprint should trigger an event
- Replies: 7
- Views: 1841
- 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 ...
- 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
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)
- 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...
- 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...
- 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.
Using a deconstruction item prototype doesn't work, as it limits you to just creating another deconstruction planner.
- 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...
- 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_...
- 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 ...
- 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...
- 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
Edit: grammar
- 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...
- Tue Nov 09, 2021 10:25 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 86450
Re: Small documentation improvement requests
-> Thanks, this is clarified for the next release.