Search found 16 matches
- 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...
- 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...
- 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, ...
- 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.
- 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.
- 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...
- 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...
- 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....
- 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 ...
- 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.
- 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.
I have posted all necessary files in this thread. I don't know why there are two copies of this thread.
- 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...
- 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...
- 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...
- 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...
- 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...