Search found 48 matches
- Mon Apr 15, 2024 9:02 pm
- Forum: Resolved Requests
- Topic: [1.1.107] LuaSurface.create_entity docs missing stack property
- Replies: 3
- Views: 570
Re: [1.1.107] LuaSurface.create_entity docs missing stack property
I see now that this is supposed to go in viewforum.php?f=233 - sorry about that
- Mon Apr 15, 2024 9:00 pm
- Forum: Resolved Requests
- Topic: [1.1.107] LuaSurface.create_entity docs missing stack property
- Replies: 3
- Views: 570
[1.1.107] LuaSurface.create_entity docs missing stack property
Attempting to create an item-on-ground with LuaSurface.create_entity without providing the stack parameter results in an error. https://lua-api.factorio.com/latest/classes/LuaSurface.html#create_entity The stack property works fine, however it is not documented that it is accepted by the function. /...
- Sun Aug 15, 2021 12:44 pm
- Forum: Modding interface requests
- Topic: Better API for interacting with the crafting queue
- Replies: 2
- Views: 1719
Better API for interacting with the crafting queue
The current crafting queue API allows you to read the item type, item amount and order of items shown in the crafting queue GUI. But this does not include all the information the crafting system stores. * Finished intermediate crafts are not shown at all * There is no way to tell what is an intermed...
- Thu Jul 29, 2021 10:29 pm
- Forum: Gameplay Help
- Topic: Disable death messages and respawn messages
- Replies: 1
- Views: 1197
Re: Disable death messages and respawn messages
Came up because I needed to create a player corpse for a living player with all their items. The solution I came up with was the following: local surface = player.surface.name local position = player.position local character = player.character player.disassociate_character(character) character.die()...
- Sat Apr 20, 2019 10:52 pm
- Forum: Implemented mod requests
- Topic: A means of telling a client to connect to a different server
- Replies: 14
- Views: 6088
Re: A means of telling a client to connect to a different server
mrudat - that is pretty much the same as the 3 solutions I listed, so not ideal. We don't want people to download untrusted potentially vulnerable software from us - we want this to be part of the base game. It is also important to note that one of the big problem with all the proposed workarounds i...
- Sat Apr 20, 2019 9:58 pm
- Forum: Implemented mod requests
- Topic: A means of telling a client to connect to a different server
- Replies: 14
- Views: 6088
Re: A means of telling a client to connect to a different server
For reference, clusterio does support cross server chat. But a better way to move players between servers would be HUGE. We can already do it with items, combinator signals, power, trains, images, basically everything imaginable. Except players. We have deviced a few workarounds to this problem, mos...
- Sun May 20, 2018 9:46 pm
- Forum: Pending
- Topic: [0.16.43] Typo in player join console message
- Replies: 2
- Views: 1464
[0.16.43] Typo in player join console message
Small thing, but it says
When it should clearly say "game" instead of "gamees"2018-05-20 23:42:58 [JOIN] Danielv123 joined the gamees) newState(InGame)
- Mon Dec 18, 2017 6:13 pm
- Forum: Duplicates
- Topic: [0.16.5] Crash when placing power pole near inserter
- Replies: 3
- Views: 2090
[0.16.5] Crash when placing power pole near inserter
https://i.imgur.com/GXOKwFM.png
Happened to me twice now, 4 minutes in between. Managed to loose the first error log due to unrelated issue.
The issue has happened both when using bots and placing by hand, unable to reliably reproduce.
Happened to me twice now, 4 minutes in between. Managed to loose the first error log due to unrelated issue.
The issue has happened both when using bots and placing by hand, unable to reliably reproduce.
- Tue Nov 14, 2017 5:52 am
- Forum: Not a bug
- Topic: [wheybags] [0.15.37] Enemy bases richness is still visible
- Replies: 1
- Views: 1386
[wheybags] [0.15.37] Enemy bases richness is still visible
After the removal of artifacts, I would think adjusting enemy base richness lost is value. Currently, this is just one more weird GUI element to confuse new players.
- Sun Jun 11, 2017 10:26 pm
- Forum: General discussion
- Topic: Parallel Computing and Factorio
- Replies: 14
- Views: 8681
Re: Parallel Computing and Factorio
This was a nice read, but I am going to be realistic and say this will never be implemented into basegame factorio. I have done my best on doing this as a mod with clusterio. It allows you to transfer items between worlds using dedicated chest bridges/combinator bridges. Currently its not at all sea...
- Fri Apr 28, 2017 9:38 pm
- Forum: Duplicates
- Topic: 0.15.3 Random crash while AFK
- Replies: 1
- Views: 1187
0.15.3 Random crash while AFK
Log:
https://pastebin.com/QSYSKcQP
I believe I had the rocket silo GUI open. I do not believe I moved from the position I am in in the attached autosave.
https://pastebin.com/QSYSKcQP
I believe I had the rocket silo GUI open. I do not believe I moved from the position I am in in the attached autosave.
- Tue Feb 28, 2017 3:17 pm
- Forum: Technical Help
- Topic: [0.14.22] Save game management
- Replies: 1
- Views: 1676
Re: [0.14.22] Save game management
Just came here from google. No, there is no way to auto save on exit. You need to press ESC -> save game and save it somewere. On the built in server, saves work the excact same way as with any other server you join. Every few minutes there is an autosave to your harddrive. If you want to keep the l...
- Sat Dec 10, 2016 10:49 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 114954
Re: [MOD 0.14] AAI Programmable Structures
Whoa.
Thats some awesome textures, they look gorgeous! Was just chatting on IRC about the creation of such a mod, and then this...
Thats some awesome textures, they look gorgeous! Was just chatting on IRC about the creation of such a mod, and then this...
- Sun Nov 20, 2016 10:43 am
- Forum: Combinator Creations
- Topic: Movie Player
- Replies: 86
- Views: 496172
Re: Movie Player
This is all well and good, but... Songname?
- Tue Nov 08, 2016 10:26 am
- Forum: Implemented mod requests
- Topic: on_player_crafted_item: add recipe
- Replies: 2
- Views: 1657
Re: on_player_crafted_item: add recipe
But thats not possible if items were to stack. Or there are multiple recipes to create one item (petrol for example)
- Mon Nov 07, 2016 10:32 pm
- Forum: Implemented mod requests
- Topic: Hide and disable some autoplace-controls
- Replies: 2
- Views: 1643
Re: Hide and disable some autoplace-controls
Changing mapgensettings after map creating is very unlikely to happen. RSOs way of working around it is to just delete all the defaults and do it by itself. I guess you won't be able to do that.
- Mon Nov 07, 2016 10:20 pm
- Forum: Modding interface requests
- Topic: Data Lifecycle - Migrations - called expansion needed
- Replies: 1
- Views: 1218
Re: Data Lifecycle - Migrations - called expansion needed
Migrations only run on worlds that was last ran with an older version of the mod. It does not run on newer versions and they only run once.
- Mon Nov 07, 2016 9:43 pm
- Forum: Implemented mod requests
- Topic: LuaEntity.get_target() + set target options
- Replies: 2
- Views: 1736
Re: LuaEntity.get_target() + set target options
There have been a lot of requests for scripts controlling turrets, I would advice searching around for an official response.
- Mon Nov 07, 2016 9:38 pm
- Forum: Modding interface requests
- Topic: LuaEntity.turret_orientation :: float [RW]
- Replies: 1
- Views: 1333
Re: LuaEntity.turret_orientation :: float [RW]
So http://lua-api.factorio.com/latest/LuaE ... rientation only works on cars etc, not turrets?
- Mon Nov 07, 2016 9:20 pm
- Forum: Modding interface requests
- Topic: New `bonus-equipment` type?
- Replies: 4
- Views: 3360