Search found 30 matches
- Sun Jul 20, 2025 3:07 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Capture of ALT MOUSE-WHEEL-UP and DOWN not working
- Replies: 6
- Views: 275
Re: [2.0.60] Capture of ALT MOUSE-WHEEL-UP and DOWN not working
ok thanks for the info. Cheat Mode is needed to enable them to function in god mode. But all of the cheat ability is patch'd. They can't craft, or really cheat. What I did to correct this issue was to disable the permission to Alt Mouse Scroll and I turned off my support for Quality mod, since they ...
- Sat Jul 19, 2025 1:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Capture of ALT MOUSE-WHEEL-UP and DOWN not working
- Replies: 6
- Views: 275
Re: [2.0.60] Capture of ALT MOUSE-WHEEL-UP and DOWN not working
Issue has to do with my dropping items in on_player_cursor_stack_changed
You can delete this post - alt mouse-wheel-up event works. My issue is some incompatibility between v 1.1 and 2.0 and I'm working through it.
You can delete this post - alt mouse-wheel-up event works. My issue is some incompatibility between v 1.1 and 2.0 and I'm working through it.
- Sat Jul 19, 2025 12:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Capture of ALT MOUSE-WHEEL-UP and DOWN not working
- Replies: 6
- Views: 275
Re: [2.0.60] Capture of ALT MOUSE-WHEEL-UP and DOWN not working
modified code to be:
ALT + mouse-wheel-up
ALT + mouse-wheel-down
It works now, BUT Still not the primary issue of receiving an event on inventory changed when a legitimate alt mouse wheel is used.
ALT + mouse-wheel-up
ALT + mouse-wheel-down
It works now, BUT Still not the primary issue of receiving an event on inventory changed when a legitimate alt mouse wheel is used.
- Sat Jul 19, 2025 12:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Capture of ALT MOUSE-WHEEL-UP and DOWN not working
- Replies: 6
- Views: 275
Re: [2.0.60] Capture of ALT MOUSE-WHEEL-UP and DOWN not working
I see this in the log file:
Error ControlSettings.cpp:1042: suppress-alt-scroll (custom-input): unknown key_sequence: ALT + MOUSE-WHEEL-UP
Note that this is a side issue to the actual issue of my mod receiving a inventory changed event on a ALT Mouse Wheel Up showing inventory in hand that was ...
Error ControlSettings.cpp:1042: suppress-alt-scroll (custom-input): unknown key_sequence: ALT + MOUSE-WHEEL-UP
Note that this is a side issue to the actual issue of my mod receiving a inventory changed event on a ALT Mouse Wheel Up showing inventory in hand that was ...
- Sat Jul 19, 2025 6:44 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Capture of ALT MOUSE-WHEEL-UP and DOWN not working
- Replies: 6
- Views: 275
Re: [2.0.60] Capture of ALT MOUSE-WHEEL-UP and DOWN not working
More importantly I should not be getting an inventory changed event on an alt mouse up scroll, if that item is not in my inventory. Since I drop Iitems not allowed in inventory, it's free replication of items or free replication and quality change of items I do allow in inventory.. this would not ...
- Fri Jul 18, 2025 11:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Capture of ALT MOUSE-WHEEL-UP and DOWN not working
- Replies: 6
- Views: 275
[2.0.60] Capture of ALT MOUSE-WHEEL-UP and DOWN not working
I'm trying to disable in my Brave New Oarc mod the ALT mouse wheel. This functionality is making a higher quality duplicates of items I allow in the players inventory and making same level duplicates and drops on the ground stacks of 50 of those items. The issue is just that I can't disable this ...
- Mon Jun 23, 2025 10:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.55] Quality not accumulated in stats when using input_counts
- Replies: 3
- Views: 513
Re: Quality not accumulated in stats when using input_counts
Sorry I missed this:
Factorio 2.0.55,
Save attached
Load and click OARC button in top left, then go to STAT tab, look at Science in drop down.
If running in debugger, put break in lib/stats_gui.lib line 192.
Break on player 4 - which is Pirion, he has made space-science-pack of each quality as ...
Factorio 2.0.55,
Save attached
Load and click OARC button in top left, then go to STAT tab, look at Science in drop down.
If running in debugger, put break in lib/stats_gui.lib line 192.
Break on player 4 - which is Pirion, he has made space-science-pack of each quality as ...
- Mon Jun 23, 2025 9:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.55] Quality not accumulated in stats when using input_counts
- Replies: 3
- Views: 513
[Rseding91] [2.0.55] Quality not accumulated in stats when using input_counts
Description
Quality is not inherently factored into standard input_count: When you use input_count on a decider combinator, it counts the total number of a specific item, regardless of its quality tier (Normal, Uncommon, Rare, etc.).
The code is written to load stats via:
local stats = force.get ...
Quality is not inherently factored into standard input_count: When you use input_count on a decider combinator, it counts the total number of a specific item, regardless of its quality tier (Normal, Uncommon, Rare, etc.).
The code is written to load stats via:
local stats = force.get ...
- Fri Jan 17, 2025 8:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] 2.0.28 render_mode returning game (1) when in map view zoomed in
- Replies: 2
- Views: 913
Re: [Rseding91] 2.0.28 render_mode returning game (1) when in map view zoomed in
Thank you, it does make a big difference in my mod. I implement fog of war and restrict the players movements into the fog. If they are in map view - they can go outside of the fog, but not clear any of the fog. Since I can't tell if they are zoomed in, when they move outside the fog in map view ...
- Tue Jan 14, 2025 4:26 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] 2.0.28 render_mode returning game (1) when in map view zoomed in
- Replies: 2
- Views: 913
[Rseding91] 2.0.28 render_mode returning game (1) when in map view zoomed in
Go into map view, render_mode shows (2) render_mode.chart.
Zoom in - render_mode shows (1) render_mode.game - it should show (3) render_mode.chart_zoomed_in
Zoom in - render_mode shows (1) render_mode.game - it should show (3) render_mode.chart_zoomed_in
- Wed Dec 18, 2024 7:02 pm
- Forum: Not a bug
- Topic: [2.0.23] share_chart does not work if set_friend is false
- Replies: 7
- Views: 746
Re: [2.0.23] share_chart does not work if set_friend is false
First my apologies - I needed to dig into the code a bit and run some tests to verify what I should have said. What you say is perfectly true. share_chart only works in 1.1 when you are friends. But there is a pretty major change that impacts how our mod plays. In 1.1 - with set_friend to true, and ...
- Tue Dec 17, 2024 3:12 am
- Forum: Not a bug
- Topic: [2.0.23] share_chart does not work if set_friend is false
- Replies: 7
- Views: 746
Re: [2.0.23] share_chart does not work if set_friend is false
Is there a way of disallowing players from changing your base items, but allowing them to view your base?
This has definately different from 1.1 -> 2.0. We used to :
force.set_friend(false)
force.share_chart=true
Now - we loop through each force and set who we're friendly with - a definite ...
This has definately different from 1.1 -> 2.0. We used to :
force.set_friend(false)
force.share_chart=true
Now - we loop through each force and set who we're friendly with - a definite ...
- Mon Dec 16, 2024 6:39 pm
- Forum: Not a bug
- Topic: [2.0.23] share_chart does not work if set_friend is false
- Replies: 7
- Views: 746
[2.0.23] share_chart does not work if set_friend is false
In Oarc and Brave New Oarc mod - we play multiplayer (multiple forces) in different spawns. We do not want other forces to change our teams assembler, belt, inserter settings, but we do want to optionally enable vision of our bases to other teams. We used to set_friend(false), but now set_friend for ...
- Thu Nov 14, 2024 5:23 pm
- Forum: Not a bug
- Topic: [2.0.13] Mod: Brave New Assembling Machines mod - some 1.1 items missing from ability to craft
- Replies: 3
- Views: 530
- Mon Nov 04, 2024 3:49 pm
- Forum: Not a bug
- Topic: [2.0.13] Mod: Brave New Assembling Machines mod - some 1.1 items missing from ability to craft
- Replies: 3
- Views: 530
Re: [2.0.13] Mod: Brave New Assembling Machines mod - some 1.1 items missing from ability to craft
I don't suspect either a modding api nor need help debugging a mod. But then if I knew what is causing this odd behavior I wouldn't have posted this bug report.
The mod works fine, with no errors, just missing items that should be available based upon the above crafting_categories. Does it require ...
The mod works fine, with no errors, just missing items that should be available based upon the above crafting_categories. Does it require ...
- Sun Nov 03, 2024 4:23 pm
- Forum: Not a bug
- Topic: [2.0.13] Mod: Brave New Assembling Machines mod - some 1.1 items missing from ability to craft
- Replies: 3
- Views: 530
[2.0.13] Mod: Brave New Assembling Machines mod - some 1.1 items missing from ability to craft
Testing with v: 2.0.13 of Factorio
What did you do? Updated Brave New Assembling Machines from 1.1 to 2.0
What happened? Some of the items that I can make in 1.1 are missing in 2.0
What did you expect to happen instead? The crafting_categories = {"basic-crafting", "crafting", "advanced-crafting ...
What did you do? Updated Brave New Assembling Machines from 1.1 to 2.0
What happened? Some of the items that I can make in 1.1 are missing in 2.0
What did you expect to happen instead? The crafting_categories = {"basic-crafting", "crafting", "advanced-crafting ...
- Sun Mar 31, 2024 3:19 pm
- Forum: Ideas and Suggestions
- Topic: In game visual programming language ?
- Replies: 2
- Views: 750
In game visual programming language ?
I have 8K+ Hours in game, write mods, and love this game. I see all the smarts you continue to add to the game and controls to enable the game to be more fun. But after playing Desynced, and writing code to control their bots, but not loving the game play, I was wondering if Wube would ever consider ...
- Sun Mar 03, 2024 3:03 am
- Forum: Questions, reviews and ratings
- Topic: Research complete reported to all players, not just force players
- Replies: 0
- Views: 589
Research complete reported to all players, not just force players
Research is based on Force, but completion is sent to every player. In a team based mod where each team is researching independently - Factorio reports when any team completes research, it's very distracting and competes with players typing to each other but going ignored due to the continuous ...
- Wed Dec 27, 2023 5:13 am
- Forum: Technical Help
- Topic: 1.0.0 -> 1.0.1 Blueprint update problem
- Replies: 2
- Views: 863
Re: 1.0.0 -> 1.0.1 Blueprint update problem
I used this tool
https://github.com/asheiduk/factorio-blueprint-decoder
to extract from the dat file, then re-encode it into an importable string. All worked great.
It would be awesome if when you rename the dat file you named it something like blueprint-storage-1.0.0.dat so we know which version ...
https://github.com/asheiduk/factorio-blueprint-decoder
to extract from the dat file, then re-encode it into an importable string. All worked great.
It would be awesome if when you rename the dat file you named it something like blueprint-storage-1.0.0.dat so we know which version ...
- Wed Dec 27, 2023 4:33 am
- Forum: Technical Help
- Topic: 1.0.0 -> 1.0.1 Blueprint update problem
- Replies: 2
- Views: 863
1.0.0 -> 1.0.1 Blueprint update problem
I updated factorio to 1.0.1 - the game updated my blueprints as expected. Then I went back to 1.0.0. It renamed the blueprints to blueprint-storage-backup.dat and made the blueprint-storage.dat file zero size.
I attempted to go back to 1.0.1 and rename the backup dat file back, but nothing that I ...
I attempted to go back to 1.0.1 and rename the backup dat file back, but nothing that I ...