Search found 19 matches
- Thu Nov 21, 2024 5:50 pm
- Forum: Duplicates
- Topic: [2.0.20] Parametrized Blueprint does not set recipe
- Replies: 4
- Views: 270
Re: [2.0.20] Parametrized Blueprint does not set recipe
A "product of" relation between parameters would be a nice way to solve this issue, similar to how we have "ingredient of". That way you can have the machine recipe be the main parameter and automatically have it set the product (or products) as inserter and chest filters without...
- Sat Nov 02, 2024 3:19 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.14] Landfill under remnants does not get deconstructed by robots
- Replies: 3
- Views: 758
[Rseding91] [2.0.14] Landfill under remnants does not get deconstructed by robots
When using robots to deconstruct landfill, any landfill under remnants will not be deconstructed until the remnants are gone. Expected behaviour: landfill should be deconstructed and the remnants should disappear. To reproduce: place landfill. Place entity on landfill. Cause entity to be destroyed. ...
- Sun Jul 28, 2024 10:50 pm
- Forum: Resolved Requests
- Topic: LuaEntityPrototype::running_speed description is inaccurate
- Replies: 1
- Views: 300
LuaEntityPrototype::running_speed description is inaccurate
The description of LuaEntityPrototype::running_speed says that it is "including effects from exoskeletons, tiles, stickers and shooting", which makes no sense on a generic EntityPrototype class, and a quick test confirms that it does in fact not change when exoskeletons are equipped. The d...
- Sat May 04, 2024 7:12 pm
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 46
- Views: 8666
Re: Improving the Mod Portal Search
I did indeed start on the front page. Having the results after a search be sorted by recently updated is extremely unintuitive. Seeing recently updated mods is not what I use the search bar for.
- Sat May 04, 2024 1:03 am
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 46
- Views: 8666
Re: Improving the Mod Portal Search
Is Recently Updated supposed to be the default sort order? I found myself having to go through multiple pages to find anything somewhat relevant to my search before I noticed it was sorting by Recently Updated.
- Thu Feb 08, 2024 10:13 pm
- Forum: Resolved Requests
- Topic: ParameterGroup description should be listed as optional
- Replies: 1
- Views: 545
ParameterGroup description should be listed as optional
The description field for a ParameterGroup in the runtime docs json API is not listed as optional but is not present for a number of them, so it should probably be listed as optional. The first example I ran into was on LuaControl::set_gui_arrow. Alternatively, for consistency, it may be better if t...
- Sun Jan 14, 2024 1:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.101] LuaEntity::set_request_slot() won't allow filters with a count of 0 on requester chests
- Replies: 1
- Views: 1654
[1.1.101] LuaEntity::set_request_slot() won't allow filters with a count of 0 on requester chests
When trying to set a requester chest request to count 0 using LuaEntity::set_request_slot(), the game throws an error: count must be positive, while a count of 0 can be set manually just fine. Expected behaviour would be to allow a count of 0. Issue seems to be a regression of 68731 , and was appare...
- Thu Apr 20, 2023 9:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.81] Crash in main menu using Less UPS mod "A wild INF appearead in TrivialSmoke"
- Replies: 2
- Views: 1581
[1.1.81] Crash in main menu using Less UPS mod "A wild INF appearead in TrivialSmoke"
When using the Less UPS mod, the game will crash while sitting in the main menu with background simulations enabled. Log is attached.
- Thu Jan 05, 2023 5:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Boiler stops working when fed 100°C water
- Replies: 1
- Views: 2067
[1.1.74] Boiler stops working when fed 100°C water
When fed 100°C water, the boiler will stop working completely without any indication why.
video
A small map demonstrating the issue is attached. No mods needed to reproduce this.- Fri Aug 19, 2022 8:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.67] Crash on Linux when pressing alt-f4 in the sound settings menu
- Replies: 4
- Views: 3492
Re: [1.1.67] Crash on Linux when pressing alt-f4 in the sound settings menu
Oh huh, did not notice that. Seems I have been mistaking my own old work for a new feature...
Thanks, fixed!
Thanks, fixed!
- Fri Aug 19, 2022 8:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.67] Crash on Linux when pressing alt-f4 in the sound settings menu
- Replies: 4
- Views: 3492
[1.1.67] Crash on Linux when pressing alt-f4 in the sound settings menu
When I exit the game by pressing alt-f4 in the Sound settings it will crash instead of closing nicely.
Video demo
Running the latest version of Manjaro with KDE- Sun May 29, 2022 4:11 pm
- Forum: Not a bug
- Topic: [1.1.57] LTN Mod setting "Factorio Alerts" does not work on linux
- Replies: 9
- Views: 2566
Re: [1.1.57] LTN Mod setting "Factorio Alerts" does not work on linux
Played around with it a bit on Linux, 1.1.59: The alerts LTN creates do not make any noise. (Tested with the building destroyed alert and those do still make noise, so that seems to be intended.) The chat notifications LTN creates do make noise in the form of a new chat message ping, unless you turn...
- Sat Apr 30, 2022 10:05 am
- Forum: Mods
- Topic: [MOD 0.13] Water Well - pump water from the underground
- Replies: 123
- Views: 99743
Re: [MOD 0.13] Water Well - pump water from the underground
FYI: the HR shadow animations being 2472 pixels wide may cause a "no pictures to put in atlas" error for people that have their atlas texture size setting set to 2048.
- Sat Jan 15, 2022 2:26 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.50] Game crashes when adding between 16 and 255 item variations
- Replies: 1
- Views: 2342
[1.1.50] Game crashes when adding between 16 and 255 item variations
I created a mod that adds item variations to the iron plate. When adding more than 255 entities the game will give a warning and not load the mod. However, when going below 255 but above 15 (Bilka mentioned on Discord that this should be the correct limit) the game will load up the mod, but crash ha...
- Tue Apr 06, 2021 3:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.30] Resetting trains in tutorial with signal in hand makes signal disappear
- Replies: 4
- Views: 3413
Re: [1.1.30] Resetting trains in tutorial with signal in hand makes signal disappear
Resetting all will fix it, but signals shouldn't be disappearing in the first place.
- Mon Apr 05, 2021 5:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.30] Resetting trains in tutorial with signal in hand makes signal disappear
- Replies: 4
- Views: 3413
[1.1.30] Resetting trains in tutorial with signal in hand makes signal disappear
In the advanced rail signals tutorial, it is possible to lose the necessary signals by pressing the reset trains button. Steps to reproduce: Be in Rail signals advanced tutorial, any level where placing signals is required. While holding a stack of signals, press the run trains button Press the rese...
- Fri Jan 22, 2021 2:08 pm
- Forum: Not a bug
- Topic: [1.1.13] Train pathing past destination in wrong direction adds pathfinding penalty
- Replies: 3
- Views: 1746
[1.1.13] Train pathing past destination in wrong direction adds pathfinding penalty
When a train has to pass through its destination in the wrong direction to get to it the pathfinding penalty for passing through a station that isn't the train's destination is applied. This can cause unexpected behaviour where trains never go to the closest possible destination. https://i.imgur.com...
- Fri Nov 27, 2020 10:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.0] Modded Vehicle Equipment Grid loses scroll bar and GUI scaling gets messy
- Replies: 5
- Views: 3802
Re: [kovarex] [1.1.0] Modded Vehicle Equipment Grid loses scroll bar and GUI scaling gets messy
Same issue here. Scaling the UI down does return both scrollbars and also shows more rows, but not more columns. Interestingly it isn't possible to make the vertical scrollbar disappear by zooming out far enough (using a 24x22 grid).
- Thu Nov 26, 2020 3:57 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 48321
Re: Hotkey to replace existing structures with blueprint
This would be very helpful in 1.1. Have normal and shift-place stay the same as in 1.0, and add an extra modifier key for overriding current ghosts with new roations or upgrades.