Search found 29 matches

by Wiwiweb
Thu Aug 04, 2022 5:23 pm
Forum: Bug Reports
Topic: [1.1.61] Portable solar panels do not respect surface.solar_power_multiplier > 1 (unlike regular solar panels)
Replies: 0
Views: 102

[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...
by Wiwiweb
Thu Aug 04, 2022 4:25 pm
Forum: Modding interface requests
Topic: Allow "input-output" fluid arrows for crafting machines
Replies: 1
Views: 86

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...
by Wiwiweb
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: 101

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 &...
by Wiwiweb
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: 857

[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 ...
by Wiwiweb
Tue Jun 07, 2022 11:51 pm
Forum: Implemented mod requests
Topic: Expose historical data of LuaFlowStatistics
Replies: 7
Views: 1684

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 :D

Estimations before.
Estimations after.

Thanks Xorimuth!
by Wiwiweb
Sun Jun 05, 2022 12:21 am
Forum: 1 / 0 magic
Topic: [1.1.59] Crash in single player without mods
Replies: 8
Views: 563

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.
by Wiwiweb
Sat Jun 04, 2022 11:08 pm
Forum: 1 / 0 magic
Topic: [1.1.59] Crash in single player without mods
Replies: 8
Views: 563

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.
by Wiwiweb
Sat Jun 04, 2022 10:37 pm
Forum: 1 / 0 magic
Topic: [1.1.59] Crash in single player without mods
Replies: 8
Views: 563

[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...
by Wiwiweb
Mon May 30, 2022 4:39 pm
Forum: Won't implement
Topic: Allow mods to default custom presets
Replies: 7
Views: 894

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...
by Wiwiweb
Mon May 30, 2022 2:29 pm
Forum: Won't implement
Topic: Allow mods to default custom presets
Replies: 7
Views: 894

Re: Allow mods to default custom presets

The proper way to do what youโ€™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...
by Wiwiweb
Thu May 19, 2022 11:16 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.59] Circular dependency error doesn't list all mods
Replies: 3
Views: 779

Re: [1.1.59] Circular dependency error doesn't list all mods

+1, this specific circular dependency comes up in the SE and K2 discords more than once a week.
by Wiwiweb
Thu May 12, 2022 7:50 pm
Forum: Ideas and Suggestions
Topic: Rename mod "startup settings" to clarify that they can be changed for existing games
Replies: 5
Views: 313

Re: Rename mod "startup settings" to clarify that they can be changed for existing games

For the setting category name itself, to me, of the listed suggestions, the first two are not clear to me, and the last two make it seem like they have nothing to do with a game at all, so I could not support any of those. I have no suggestions of my own to offer here, though. Yeah I'm not happy wi...
by Wiwiweb
Wed May 11, 2022 11:07 pm
Forum: Ideas and Suggestions
Topic: Rename mod "startup settings" to clarify that they can be changed for existing games
Replies: 5
Views: 313

Rename mod "startup settings" to clarify that they can be changed for existing games

Screenshot 2022-05-11 150407.png TL;DR The name "startup setting" and the message "cannot be changed while a game is running" imply that you cannot change them in existing games, when in fact you can, you just need to exit to the main menu first. What ? Change the name "Sta...
by Wiwiweb
Sun May 08, 2022 8:58 pm
Forum: Not a bug
Topic: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
Replies: 14
Views: 1331

Re: [1.1.53] "Output Full" calculations break with result amounts > item stacksize

Just stumbled on this behaviour too. Thanks for the report. Looking into this I don't think there's anything broken here. When the count in the output slot + the amount the recipe produces exceeds the stack size of the item it's counted as "output is full". In this case you simply need to ...
by Wiwiweb
Thu Mar 03, 2022 7:08 pm
Forum: News
Topic: We support Ukraine
Replies: 2962
Views: 128496

Re: We support Ukraine

That person will probably dismiss anything contradictory as "western media", even Wikipedia Do you really think Wikipedia is right, the text in which anyone can correct? In polite society, this is considered bad form. Right on time. If anyone can edit it with no proof or sources, why not ...
by Wiwiweb
Thu Mar 03, 2022 6:39 pm
Forum: News
Topic: We support Ukraine
Replies: 2962
Views: 128496

Re: We support Ukraine

Eight years ago, the Ukrainian Nazis, with the support of the United States, organized a coup in Ukraine, overthrew the legitimate President and began persecuting Russians. Eight years ago, horrified by this, Crimea seceded from Ukraine. Eight years ago, Ukrainians from Donbass tried to draw attent...
by Wiwiweb
Thu Mar 03, 2022 8:11 am
Forum: News
Topic: We support Ukraine
Replies: 2962
Views: 128496

Re: We support Ukraine

You know that certain actions are crimes. So is INACTION. Russia is being isolated like North Korea and it is your personal punishment for inaction. YOU allowed Putin to rule you. You silently accept his actions. You failed to find truth. And for all of the above you will be punished. And is is the...
by Wiwiweb
Thu Mar 03, 2022 1:27 am
Forum: News
Topic: We support Ukraine
Replies: 2962
Views: 128496

Re: We support Ukraine

I strongly disagree with the decision of the Czech Republic to block some of the pages and to criminalise different opinions. I'm well aware that it is targeted to the well-known propaganda tools of the russian regime, and understand the sentiment, but this is about principle. Different opinions or...
by Wiwiweb
Fri Feb 18, 2022 8:06 pm
Forum: Ideas and Suggestions
Topic: Insertion limit for labs should account for lab speed (just like it does for assemblers)
Replies: 3
Views: 517

Insertion limit for labs should account for lab speed (just like it does for assemblers)

TL;DR When a lab is too fast, through modules or mods, inserters will wait too long before inserting more packs. The labs will inevitably hitch, with no solution. This problem does not happen for assemblers because the insertion limit for assemblers takes into account the assembler's speed . Proble...

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