Search found 16 matches

by seky16
Tue Sep 12, 2023 1:46 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.90] --dump-data command line parameter - Permission denied
Replies: 1
Views: 1194

[1.1.90] --dump-data command line parameter - Permission denied

I ran .\factorio.exe --dump-data in an elevated powershell and it produced following error:
Error when opening C:\temp\Factorio\script-output\mod-settings-dump.json for writing: Permission denied

What happened was it tried to create folders instead of files in script-output:
https://cdn ...
by seky16
Thu Aug 24, 2023 1:01 pm
Forum: Minor issues
Topic: [1.1.89] Handcrafting some recipes takes 1 additional tick
Replies: 3
Views: 1260

Re: [1.1.89] Handcrafting most recipes cost 1 additional tick

This is probably related to floating point arithmetics:
Image
Image
by seky16
Thu May 19, 2022 7:13 pm
Forum: Not a bug
Topic: [1.1.59] Missing sprite specification - render preparation too high
Replies: 2
Views: 1571

[1.1.59] Missing sprite specification - render preparation too high

What did you do? - Hover cursor over miner
What happened? - Game freezes, FPS/UPS slowly drop nearly to zero, render preparation rises to hundreds
What did you expect to happen instead? - Game continues to run with 60 FPS/UPS as normal

Steps to reproduce:

load the save
hover cursor over one ...
by seky16
Wed Jan 26, 2022 10:11 pm
Forum: Not a bug
Topic: [kovarex] [1.1.42] Smart rotations facing the wrong way
Replies: 10
Views: 5018

Re: [kovarex] [1.1.42] Smart rotations facing the wrong way

Just saw the bug on stream, adding as video showing cursor might be helpful https://clips.twitch.tv/FunnyFancyFungu ... eWlKLtmxRa
by seky16
Thu Dec 03, 2020 10:52 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power
Replies: 5
Views: 4227

Re: [kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power

Just to confirm my speculation, if someone drags in straight line around the turrets in the setup above, will the blueprint get connected or not?
by seky16
Sun Nov 29, 2020 2:27 pm
Forum: Not a bug
Topic: [1.1.2] Map exchange string produces random seed
Replies: 2
Views: 1696

[1.1.2] Map exchange string produces random seed

I'm trying to load this map exchange string
>>>eNpjZEAAewaGBgcOluT8xJzVq1bZMTA4OABF7LmS8wsKUot084tS
kYU5k4tKU1J18zNRFafmpeZW6iYlFqeCuDDMkVmUn4duAmtxSX4eqkh
JUWpqMbJG7tKixLzM0lx0vQyMjEAXN7TIgfH/egaF//9BGMh6AJQAYQ
bGBohKoBgUMGsk5+eVFOXn6BanlpRk5qVbJZZWWKUVpRaWpuYlV1rll ...
by seky16
Wed Nov 25, 2020 10:16 pm
Forum: Duplicates
Topic: [1.1.0] Menu Buttons Not Responding
Replies: 3
Views: 1672

Re: [1.1.0] Menu Buttons Not Responding

Happens to me as well in 1.1.1
I have scale to automatic (100%)

repro steps:
start the game
click Multiplayer
click Host new game
click Next
click Next
wait for simulation to change
Play and Back buttons are now unresponsive
(ESC or E works, also using the scrollbar makes the buttons to ...
by seky16
Wed Nov 25, 2020 6:36 pm
Forum: Resolved Problems and Bugs
Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
Replies: 21
Views: 34061

Re: [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.


However the default should be to not save the wires and auto-connect instead as in previos versions. Otherwise, copy paste ist fairly useless because you would always have to open the interface and activate the option just in case this incident happens. While wanting to save the wire connections ...
by seky16
Tue Nov 24, 2020 7:19 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 157149

Re: Version 1.1.0

Really weird no one here is talking about

Transport belt drag building is locked into a line, can be turned off by an interface setting.

I personally love it, but I'd like to have it under (modifier) hotkey or shortcut. It just feels weird it behaves differently for belts than other entities and ...
by seky16
Tue Nov 17, 2020 11:24 pm
Forum: Implemented mod requests
Topic: number of crafts in on_pre_player_crafted_item event
Replies: 2
Views: 1368

Re: number of crafts in on_pre_player_crafted_item event

Thanks for such a quick response. Awesome as always
by seky16
Tue Nov 17, 2020 4:32 pm
Forum: Implemented mod requests
Topic: number of crafts in on_pre_player_crafted_item event
Replies: 2
Views: 1368

number of crafts in on_pre_player_crafted_item event

Hello,
I'd like to monitor player's handcrafting, but I hit an API limitation.

on_pre_player_crafted_item gets fired once no matter whether player crafts 1, 5 or all items. Knowing this would be very helpful.

Same thing is already built into on_player_cancelled_crafting, called cancel_count ...

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