Search found 59 matches
- Wed Jan 18, 2023 10:23 pm
- Forum: Implemented for 2.0
- Topic: Separate the 2 functions of "catalyst_amount" into 2 parameters
- Replies: 14
- Views: 2289
Separate the 2 functions of "catalyst_amount" into 2 parameters
What? Currently you can add a "catalyst_amount" parameter to ingredients or results of a recipe. Added on an result, this has two functions: It stops the product from appearing in production stats. It prevents it from being affected by productivity. I would like have 2 new parameters to i...
- Tue Jan 10, 2023 6:13 am
- Forum: Duplicates
- Topic: [Genhis] [1.1.74] LuaPlayer.cursor_stack_temporary is false for copy-paste temporary blueprints
- Replies: 1
- Views: 813
[Genhis] [1.1.74] LuaPlayer.cursor_stack_temporary is false for copy-paste temporary blueprints
Reproduction
- Copy a group of entities with Ctrl+C
- `/c game.print(game.player.cursor_stack_temporary)` shows false
- Press Q
- Nothing appears in the inventory, the blueprint was destroyed. It was temporary.
- Sun Dec 18, 2022 5:39 pm
- Forum: Implemented mod requests
- Topic: LuaTrain.driving_direction
- Replies: 2
- Views: 1008
Re: LuaTrain.driving_direction
That works, thanks!
- Sun Dec 18, 2022 2:29 am
- Forum: Implemented mod requests
- Topic: LuaTrain.driving_direction
- Replies: 2
- Views: 1008
LuaTrain.driving_direction
What? Add an attribute on LuaTrain that would tell us if the train is currently going forwards or backwards. It would return a new define that has 2 possible values: forwards/backwards. Why? The rules for train directionality are esoteric. As mentioned in docs: The front of the train is in the dire...
- Tue Dec 13, 2022 3:28 am
- Forum: Implemented mod requests
- Topic: LuaAPI: player.open_map allow to follow entity
- Replies: 7
- Views: 1647
Re: LuaAPI: player.open_map allow to follow entity
+1 though I'd also love to have a way to get what entity is currently being followed by the camera. My use case is that if a player's camera is following a train, and the train goes through Space Exploration's elevator, we could have the camera continue following the "new" train for a seam...
- Tue Dec 06, 2022 8:21 pm
- Forum: Implemented mod requests
- Topic: [Genhis] [1.1.70] LuaItemStack.swap_stack does not keep the temporary nature of items
- Replies: 2
- Views: 1178
- Tue Nov 29, 2022 6:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.72] Recipe icon layers beyond layer 1 get tinted with a machine's ghost tint
- Replies: 1
- Views: 1800
[Genhis] [1.1.72] Recipe icon layers beyond layer 1 get tinted with a machine's ghost tint
barrels.jpg The barrels recipe icons are made of several layers. All layers except the first one (the metallic circles around the barrels) get tinted red or green when placing a machine. For comparison the gear recipe (single layer icon) does not get tinted. Some modded examples: modded.jpg 1) The ...
- Wed Nov 16, 2022 6:18 pm
- Forum: Implemented mod requests
- Topic: [Genhis] [1.1.70] LuaItemStack.swap_stack does not keep the temporary nature of items
- Replies: 2
- Views: 1178
[Genhis] [1.1.70] LuaItemStack.swap_stack does not keep the temporary nature of items
As discussed on discord with Klonan: https://discord.com/channels/139677590393716737/306402592265732098/1042164321213481020 Reproduction: * Get a save file with 2 characters (save file included) * Get a deconstruction planner in hand (alt+D). Dismiss it (Q). It disappears and does not go to the inve...
- Wed Oct 19, 2022 8:59 pm
- Forum: Implemented mod requests
- Topic: Localised string "if key is unknown use something else" (or equivalent)
- Replies: 14
- Views: 4568
Locale operator to silence missing keys
What? I would like to request a locale operator to silence the "Unknown key" error in the case of a missing locale key. It could look like this: {"?", {"entity-description.underground-belt"}} Why? Currently, if you print a LocalisedString that does not actually exist, ...
- Mon Oct 10, 2022 10:19 pm
- Forum: Won't implement
- Topic: Ability to request the nearest enemy
- Replies: 4
- Views: 1801
- Thu Aug 04, 2022 5:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.61] Portable solar panels do not respect surface.solar_power_multiplier > 1 (unlike regular solar panels)
- Replies: 3
- Views: 3298
[1.1.61] Portable solar panels do not respect surface.solar_power_multiplier > 1 (unlike regular solar panels)
TL;DR: Portable solar panels correctly get reduced power for surface.solar_power_multiplier < 1. But they do not get increased power for surface.solar_power_multiplier > 1, unlike regular solar panels which do. Simple repro setup: 1) Put on an armor with 1 battery and 1 portable solar panel. 2) Fre...
- Thu Aug 04, 2022 4:25 pm
- Forum: Implemented mod requests
- Topic: Allow "input-output" fluid arrows for crafting machines
- Replies: 4
- Views: 3740
Allow "input-output" fluid arrows for crafting machines
Here's the "casting machine" from Space Exploration and the "greenhouse" from Krastorio 2: fluid-arrows.jpg These entities have fluid boxes with `production-type = "input"` and some `pipe_connections` of type `"input-output"`. So they can pass-through fluids a...
- Sat Jul 23, 2022 7:16 pm
- Forum: Not a bug
- Topic: LuaPlayer.entity_copy_source is actually associated to the character, not the player
- Replies: 1
- Views: 819
LuaPlayer.entity_copy_source is actually associated to the character, not the player
Problem reproduction I have this setup with 2 characters and a machine (save file is attached to this post): Screenshot 2022-07-23 121100.png 1) I am currently controlling the top character. I shift-right click the assembling machine. 2) /c game.print(game.player.entity_copy_source.name) gives me &...
- Sat Jun 25, 2022 3:44 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] Downloading a mod's dependency ignores the base version requirement (unlike downloading the mod directly)
- Replies: 1
- Views: 2721
[1.1.59] Downloading a mod's dependency ignores the base version requirement (unlike downloading the mod directly)
Currently the "jetpack" mod has 2 versions: * 0.3.2 works on the stable branch * 0.3.3 depends on base mod 1.1.61 and therefore needs the experimental branch On the stable branch: When trying to install jetpack, Factorio will be aware of the requirement of 0.3.3, and will instead download ...
- Tue Jun 07, 2022 11:51 pm
- Forum: Implemented mod requests
- Topic: Expose historical data of LuaFlowStatistics
- Replies: 7
- Views: 3639
Re: Expose historical data of LuaFlowStatistics
I released a new version of Milestones which uses this new parameter and it now works very well when added to existing games
Estimations before.
Estimations after.
Thanks Xorimuth!
Estimations before.
Estimations after.
Thanks Xorimuth!
- Sun Jun 05, 2022 12:21 am
- Forum: 1 / 0 magic
- Topic: [1.1.59] Crash in single player without mods
- Replies: 8
- Views: 2601
Re: [1.1.59] Crash in single player without mods
Before some hardware replacement, yes. But not in the last 6 months.
I also never crashed like this in 1000+ hours of Factorio.
I also never crashed like this in 1000+ hours of Factorio.
- Sat Jun 04, 2022 11:08 pm
- Forum: 1 / 0 magic
- Topic: [1.1.59] Crash in single player without mods
- Replies: 8
- Views: 2601
Re: [1.1.59] Crash in single player without mods
I cannot. Unfortunately I didn't have autosave on so I lost the exact state of that base. If it happens again I will update this thread.
- Sat Jun 04, 2022 10:37 pm
- Forum: 1 / 0 magic
- Topic: [1.1.59] Crash in single player without mods
- Replies: 8
- Views: 2601
[1.1.59] Crash in single player without mods
*Describe the problem as best as you can:* Unfortunately I wasn't doing anything special. I was in map view using an upgrade planner to upgrade modules, but I had been doing that for the last 10 minutes before the crash so it may be irrelevant. Save file attached. Relevant log here: (Full log attach...
- Mon May 30, 2022 4:39 pm
- Forum: Won't implement
- Topic: Allow mods to default custom presets
- Replies: 7
- Views: 2737
Re: Allow mods to default custom presets
data.raw["map-settings"]["map-settings"].enemy_evolution = { enabled = true, time_factor = 0.000001, destroy_factor = 0.001, pollution_factor = 0.0000005 } Indeed that works for enemy evolution! I didn't know updating this would affect the "Default" preset. Is there an...
- Mon May 30, 2022 2:29 pm
- Forum: Won't implement
- Topic: Allow mods to default custom presets
- Replies: 7
- Views: 2737
Re: Allow mods to default custom presets
The proper way to do what you’re after is to modify the map generation prototypes to generate how you want. Directly changing the mapgen during load and ignoring the player settings would remove the choice aspect. For an SE example, we want every "default" player who's getting into the mo...