Search found 16 matches

by PyroGamer666
Wed Dec 11, 2024 8:43 pm
Forum: Modding interface requests
Topic: Implement a Paradox-style defines.lua system for editing engine variables
Replies: 2
Views: 143

Implement a Paradox-style defines.lua system for editing engine variables

In Paradox games like Europa Universalis IV, the game has all in-engine variables stored in a file called defines.lua. In this file are all variables that are central to how the game operates, including variables that determine the aggressiveness of AI, the way that being ahead of time in technology...
by PyroGamer666
Wed Dec 11, 2024 7:30 pm
Forum: Modding interface requests
Topic: Allow turrets to set target priorities based on enemy quality
Replies: 0
Views: 64

Allow turrets to set target priorities based on enemy quality

Certain mods such as Entrenched Enemies add high-quality variants of existing enemies with more HP and a longer spitting range. In cases when mods like this are installed, it would be helpful to be able to add a flag to a mod that enables an interface to select target priority of turrets based on en...
by PyroGamer666
Sun Dec 08, 2024 12:03 am
Forum: Documentation Improvement Requests
Topic: [2.0.23] RecipePrototype feature "auto_recycle" is undocumented in API Docs
Replies: 1
Views: 159

[2.0.23] RecipePrototype feature "auto_recycle" is undocumented in API Docs

This is a bug within Factorio's documentation, not with Factorio itself. The current version of Factorio's documentation does not document the "auto_recycle" recipe-prototype feature, which appears to control if a recipe is reversible via recyclers. Without documentation for this feature, ...
by PyroGamer666
Fri Nov 29, 2024 10:53 pm
Forum: Ideas and Suggestions
Topic: Make quality filters a variable that can be parametrised
Replies: 0
Views: 68

Make quality filters a variable that can be parametrised

At the moment, it's not possible to parametrise entities that filter only by quality. Adding the ability to parametrise quality filters would save a lot of time when making quality filters.
Example
Example
11-29-2024, 14-53-43.png (328.95 KiB) Viewed 66 times
Example
Example
11-29-2024, 14-50-17.png (672.27 KiB) Viewed 68 times
by PyroGamer666
Wed Nov 27, 2024 6:50 am
Forum: Technical Help
Topic: [2.0.22] blueprint-storage-2.dat impossible to delete or replace on Steam version of Factorio
Replies: 4
Views: 228

Re: [2.0.22] blueprint-storage-2.dat impossible to delete or replace on Steam version of Factorio

I've made some changes to the "Application directory" wiki page to say that blueprints are now backed up by Steam Cloud, while adding instructions on how to transfer blueprint collections between installs. Hopefully that will stop other people from struggling with this issue, as I have.
by PyroGamer666
Wed Nov 27, 2024 6:36 am
Forum: Technical Help
Topic: [2.0.22] blueprint-storage-2.dat impossible to delete or replace on Steam version of Factorio
Replies: 4
Views: 228

Re: [2.0.22] blueprint-storage-2.dat impossible to delete or replace on Steam version of Factorio

I was not aware that blueprints were backed up in a folder within Steam when Cloud Save is enabled. It doesn't look like that's documented on the Factorio Wiki, at least not when it comes to blueprint backups. Every post I could find on the topic said that Cloud Save does not save blueprints, but th...
by PyroGamer666
Wed Nov 27, 2024 4:11 am
Forum: Technical Help
Topic: [2.0.22] blueprint-storage-2.dat impossible to delete or replace on Steam version of Factorio
Replies: 4
Views: 228

[2.0.22] blueprint-storage-2.dat impossible to delete or replace on Steam version of Factorio

I usually play the DRM-free version of Factorio, but last night, I installed the game on Steam so I could play with some friends via Steam. To make this fresh install identical to my other install, I decided to copy config.ini and all three blueprint-storage files (blueprint-storage.dat, blueprint-s...
by PyroGamer666
Mon Nov 04, 2024 10:37 pm
Forum: Modding help
Topic: [2.0] Localised name interfering with recycling recipe localisation
Replies: 3
Views: 215

[2.0] Localised name interfering with recycling recipe localisation

if settings.startup["experimental-features"].value==true then for i,entity in ipairs(Aircraft_List) do local new_plane = table.deepcopy(data.raw["car"][entity]) local old_name=new_plane.name new_plane.name = new_plane.name .. "-carbon-fiber" new_plane.weight=new_plane....
by PyroGamer666
Tue Oct 22, 2024 12:17 am
Forum: Not a bug
Topic: [2.0.8] Assemblers with "Set Recipe" Circuit connection not listening to all signals
Replies: 1
Views: 121

[2.0.8] Assemblers with "Set Recipe" Circuit connection not listening to all signals

To better understand the new "Set Recipe" circuit connection, I decided to try making a military science setup controlled solely by SR latches that write recipes to assemblers in a sandbox world(filename "mil sci test"). While building this, I found that of the five signals that ...
by PyroGamer666
Sun Dec 25, 2022 1:58 am
Forum: 1 / 0 magic
Topic: (1.1.74) Game irregularly crashing on startup
Replies: 1
Views: 703

(1.1.74) Game irregularly crashing on startup

Occasionally, Factorio will crash on startup, but never twice in a row. Every time that Factorio has crashed for me, it will open correctly on the following attempt. I do not know how to replicate this bug.
by PyroGamer666
Mon Aug 29, 2022 5:57 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.68] Game Crashes after testing Custom Scenario
Replies: 4
Views: 2927

Re: Game Crashes after testing Custom Scenario

viewtopic.php?f=7&t=103278

I have posted all necessary files in this thread. I don't know why there are two copies of this thread.
by PyroGamer666
Mon Aug 29, 2022 5:53 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.68] Game Crashes after testing Custom Scenario
Replies: 4
Views: 2927

[1.1.68] Game Crashes after testing Custom Scenario

I am attempting to convert a long-running freeplay save into a scenario. The plan is to move all player-owned buildings in the save to the enemy force. When playing the scenario, players will need to steal items from undefended portions of the hostile factory in order to destroy the defended portion...
by PyroGamer666
Mon Aug 29, 2022 5:31 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.68] Game Crashes after testing Custom Scenario
Replies: 4
Views: 2927

Game Crashes after testing Custom Scenario

I am attempting to convert a long-running freeplay save into a scenario. The plan is to move all player-owned buildings in the save to the enemy force. When playing the scenario, players will need to steal items from undefended portions of the hostile factory in order to destroy the defended portion...
by PyroGamer666
Mon Nov 23, 2020 11:14 pm
Forum: Duplicates
Topic: [1.1.0] Crash after autosaving world from 1.0.0 (DifficultySettings::save)
Replies: 1
Views: 649

[1.1.0] Crash after autosaving world from 1.0.0 (DifficultySettings::save)

After loading my game in 1.1.0, the game worked until it attempted to autosave, which caused the game to crash. Saving the world manually does not result in a crash. The world used and the log file are attached. Error MapSettings.cpp:551: Saving in this state will result in a desync when this is loa...
by PyroGamer666
Mon Aug 31, 2020 11:14 pm
Forum: Modding help
Topic: Dynamic prerequisites
Replies: 6
Views: 1671

Re: Dynamic prerequisites

for key,tech in pairs(data.raw["technology"]) do if tech.prerequisites==nil or tech.prerequisites=={} then tech.prerequisites={"iron-axe"} end end If you are only modifying vanilla recipes you can use data.lua with a dependency on base. This code does exactly what I was trying t...
by PyroGamer666
Mon Aug 31, 2020 9:46 pm
Forum: Modding help
Topic: Dynamic prerequisites
Replies: 6
Views: 1671

Dynamic prerequisites

I am currently developing a mod with a tech tree that precedes the vanilla tech tree. The last technology in my tech tree, with the internal name "iron-axe", should be the prerequisite to all technologies that normally do not have any prerequisites. In order to accomplish this, I wrote the...

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