Search found 22 matches
- 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: 679
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: 679
[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: 534
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: 534
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: 534
[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: 418
- 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: 418
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: 418
[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: 649
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: 510
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: 788
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: 788
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 ...
- Fri Feb 24, 2023 8:23 pm
- Forum: Questions, reviews and ratings
- Topic: Version mismatch
- Replies: 3
- Views: 1272
Re: Version mismatch
Thank You Xorimuth - you are always a wealth of great info.
I do think I'd better upgrade to 4.2.1 soon though, I think the 00 is causing problems with people being able to join a multiplayer game.
I do think I'd better upgrade to 4.2.1 soon though, I think the 00 is causing problems with people being able to join a multiplayer game.
- Fri Feb 24, 2023 5:05 pm
- Forum: Questions, reviews and ratings
- Topic: Version mismatch
- Replies: 3
- Views: 1272
Version mismatch
I realized at 4.1.9 that I probably shouldn't go to 4.1.10, since in my mind 4.1.10 is equal to 4.1.1. SO I went to 4.2.00, with plans to use 00-99, which now seems to be blocking players from joining and reports a version mismatch, even though the portal has 4.2.00, and the players have my 4.2.00 ...
- Mon Jan 09, 2023 6:48 pm
- Forum: Mod portal Discussion
- Topic: Error: Failed to upload mod: Unknown error. (code: 500)
- Replies: 14
- Views: 5825
Re: Error: Failed to upload mod: Unknown error. (code: 500)
Error: Failed to upload mod: Unknown error. (code: 500)
Same error - please advise:
Same error - please advise:
- Wed Apr 06, 2022 4:17 pm
- Forum: Technical Help
- Topic: [1.1.57] Slow loading due to "Factorio crashed"
- Replies: 5
- Views: 1555
Re: [1.1.57] Slow loading due to "Factorio crashed"
Thanks, I turned this off (false setting), and the delays all disappeared. Previously changing maps took ten minutes, are now less than a second.
Also this impacted playing Factorio, just putting down a steel box would cause a few second delay, and when research completed, causing a change to the ...
Also this impacted playing Factorio, just putting down a steel box would cause a few second delay, and when research completed, causing a change to the ...
- Tue Apr 05, 2022 5:43 am
- Forum: Technical Help
- Topic: [1.1.57] Slow loading due to "Factorio crashed"
- Replies: 5
- Views: 1555
Re: [1.1.57] Slow loading due to "Factorio crashed"
Did you enable "log-stack-trace-on-non-critical-exception" in the config file?
Yes - it was on for the saved config.
log-stack-trace-on-non-critical-exception=true
so this is likely why it's so slow - it's saving a stack trace with every non critical exception - I'll disable and test more.
- Tue Apr 05, 2022 2:44 am
- Forum: Technical Help
- Topic: [1.1.57] Slow loading due to "Factorio crashed"
- Replies: 5
- Views: 1555
[1.1.57] Slow loading due to "Factorio crashed"
I'm playing Warptorio2, with some QOL mods, and end of level and loading the game are very slow. In the log file I see this many times:
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (230): std::_LaunchPad<std::unique_ptr<std::tuple<void ...
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (230): std::_LaunchPad<std::unique_ptr<std::tuple<void ...
- Sun Feb 07, 2021 2:22 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.19] Wave Defence - Unresponsive biters, huge map size and RAM usage
- Replies: 4
- Views: 4526
Re: [Klonan] [1.1.19] Wave Defence - Unresponsive biters, huge map size and RAM usage
I started a Wave Defense with 1.1.19 and continued playing through 1.1.20 passed day 180.
This issue persists, but I notice changes to how it manifests itself.
Previous version would group biters and the group would get huge. This version releases groups to form a column and attack main base at ...
This issue persists, but I notice changes to how it manifests itself.
Previous version would group biters and the group would get huge. This version releases groups to form a column and attack main base at ...
- Sun Dec 20, 2020 9:53 pm
- Forum: Implemented Suggestions
- Topic: Sync Client State (Settings, Mods, etc.)
- Replies: 19
- Views: 6079
Re: Sync Client State (Settings, Mods, etc.)
Great thanks for the replys. I've played for 1500 hours and have never noticed that button.