The thing that made me think this was unintended Factorio behavior is that it's inconsistent with energy generators.
Equipments with passive energy generation in unequipped armors stop producing energy.
But equipments with passive energy drain in unequipped armors continue draining energy.
Search found 57 matches
- Wed Nov 08, 2023 6:47 pm
- Forum: Fixed for 2.0
- Topic: [1.1.94] Passive battery drain while modular armor is unequipped (modded)
- Replies: 3
- Views: 615
- Thu Nov 02, 2023 5:54 pm
- Forum: Modding interface requests
- Topic: Temperature of the fluid for `on_player_flushed_fluid`
- Replies: 2
- Views: 471
Re: Temperature of the fluid for `on_player_flushed_fluid`
Depending on the mod, some fluids are allowed to be flushed, and some fluids are not. So I couldn't restrict the entire permission.
- Tue Oct 17, 2023 1:27 am
- Forum: Modding interface requests
- Topic: Temperature of the fluid for `on_player_flushed_fluid`
- Replies: 2
- Views: 471
Temperature of the fluid for `on_player_flushed_fluid`
What? Simple enough, `on_player_flushed_fluid` returns the name of the fluid that was flushed, and the amount of fluid that was flushed. I would also like to know the temperature of the fluid that was flushed. In the edge case of a single fluid system containing multiple temperatures of the same fl...
- Thu Sep 28, 2023 2:21 am
- Forum: Modding interface requests
- Topic: Distance limit parameter for `spill_item_stacks`
- Replies: 4
- Views: 610
Distance limit parameter for `spill_item_stacks`
We recently came across a player bug where `spill_item_stacks` would take 10+ seconds to try and find a free position to spill items: https://forums.factorio.com/108931 We thought about how we could avoid this by checking before spilling, using either `count_entities_filtered` or `find_non_colliding...
- Wed Sep 27, 2023 7:13 pm
- Forum: Technical Help
- Topic: [1.1.91] game freezing for multiple(20-30) seconds every few seconds
- Replies: 7
- Views: 811
Re: [1.1.91] game freezing for multiple(20-30) seconds every few seconds
It's about a million items spilled on the ground, impressive!
We'll try to prevent giant spills like this in the future, but for now turning off these cannons or deleting this surface should fix your issue.
We'll try to prevent giant spills like this in the future, but for now turning off these cannons or deleting this surface should fix your issue.
- Sun Sep 10, 2023 6:42 pm
- Forum: Minor issues
- Topic: [0.18.18] Consumption graph inaccurate with modded lab.
- Replies: 15
- Views: 7630
Re: [0.18.18] Consumption graph inaccurate with modded lab.
Just to clarify since I link to this thread often anytime someone wonders about their consumption graphs:
This is an issue with loaders connected to any lab, even vanilla labs. The thread title should be "Consumption graph inaccurate with loaders feeding into lab."
This is an issue with loaders connected to any lab, even vanilla labs. The thread title should be "Consumption graph inaccurate with loaders feeding into lab."
- Fri Sep 08, 2023 9:54 pm
- Forum: Modding interface requests
- Topic: on_ghost_upgraded event
- Replies: 2
- Views: 425
Re: on_ghost_upgraded event
I guess. I was thinking such a flag would be a bit too specific for my use case and not useful for any other mod. Still worth trying, you're right.
- Thu Sep 07, 2023 10:19 pm
- Forum: Modding interface requests
- Topic: on_ghost_upgraded event
- Replies: 2
- Views: 425
on_ghost_upgraded event
NOT on_pre_ghost_upgraded . I need an event that can give me the new entity, not the old one. My use case is the Text Plates mod. I want to make the different colors of text plates replaceable. Each color is an entity prototype, each letter is a graphics_variation of that entity prototype. To chang...
- Mon Jun 05, 2023 6:41 am
- Forum: Fixed for 2.0
- Topic: Can't add a stop to a train for a couple ticks after setting another train to manual mode
- Replies: 1
- Views: 656
Can't add a stop to a train for a couple ticks after setting another train to manual mode
1-1) Load the provided save file with 2 locomotives 1-2) Run this console script, which sets the left locomotive to manual mode every tick: /c local surface = game.surfaces.nauvis local train = surface.find_entity("locomotive", {-5, -4.43}).train script.on_nth_tick(1, function() train.manu...
- Sun Apr 23, 2023 12:53 am
- Forum: Implemented mod requests
- Topic: on_cutscene_start and on_cutscene_end events
- Replies: 4
- Views: 1062
Re: on_cutscene_start and on_cutscene_end events
That doesn't seem to be true, or maybe not in all cases? This is the result from clicking the "Activate" button on Krastorio 2's intergalactic transmitter (Using this mod: https://mods.factorio.com/mod/0-event-trace - muted the on_player_position_changed and on_entity_damaged events for cl...
- Fri Apr 21, 2023 1:51 am
- Forum: Implemented mod requests
- Topic: on_cutscene_start and on_cutscene_end events
- Replies: 4
- Views: 1062
on_cutscene_start and on_cutscene_end events
What? I would like 2 new events: `on_cutscene_start` and `on_cutscene_end`, which trigger when anything starts/ends a cutscene. Why? When leaving or returning to Space Exploration's navigation satellite view, we need to save/restore the player's inventory. When a cutscene happens while someone is i...
- Tue Mar 21, 2023 5:36 pm
- Forum: Duplicates
- Topic: [1.1.77] Loaders feeding labs cause lower consumption values in graph
- Replies: 2
- Views: 590
Re: [1.1.77] Loaders feeding labs cause lower consumption values in graph
Yeah I'm pretty sure it's the same, the description from Rseding of the interaction between loaders and durability stacking matches was I was seeing.
You can close mine as duplicate.
You can close mine as duplicate.
- Tue Mar 21, 2023 5:18 pm
- Forum: Duplicates
- Topic: [1.1.77] Loaders feeding labs cause lower consumption values in graph
- Replies: 2
- Views: 590
[1.1.77] Loaders feeding labs cause lower consumption values in graph
Minimal save file for easy reproduction included. Reproduction Load the save file provided, which has 2 labs, one fed by loaders and one fed by stack inserters. Power the loader lab, let it run for a while. Unpower the loader lab, power the inserter lab, let it run for a while. Compare the consumpti...
- Sun Mar 12, 2023 9:51 pm
- Forum: Documentation Improvement Requests
- Topic: When can entities with fluid boxes be flipped?
- Replies: 0
- Views: 237
When can entities with fluid boxes be flipped?
As requested on discord (back in December but I forgot about it oops), I would like to know more about how to make an entity with fluidboxes flippable. For example, the SE electric boiler is an assembling machine with symmetrical fluidboxes, identical to the vanilla boiler. The vanilla boiler can be...
- Mon Jan 30, 2023 12:11 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another
- Replies: 8
- Views: 2722
Re: [1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another
I spoke too soon
- Mon Jan 30, 2023 12:02 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another
- Replies: 8
- Views: 2722
Re: [1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another
It's a matter of definition. For me an item stack is a "LuaItemStack", and has nothing to do with the actual stack size of items. Most of the time, item stacks respect the stack size of items, but there are some exceptions (artillery wagons, the output slot of assembling machines, stacks o...
- Sun Jan 29, 2023 6:06 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another
- Replies: 8
- Views: 2722
- Sun Jan 29, 2023 2:46 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another
- Replies: 8
- Views: 2722
[1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another
Reproduction: Create 2 artillery wagons (minimal save file included). Fill the first wagon with a bunch of artillery shells. Run this code: /c local a = game.surfaces.nauvis.find_entities_filtered{name="artillery-wagon"} local inv_a = a[1].get_inventory(defines.inventory.cargo_wagon) loca...
- Wed Jan 18, 2023 10:23 pm
- Forum: Modding interface requests
- Topic: Separate the 2 functions of "catalyst_amount" into 2 parameters
- Replies: 4
- Views: 1208
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: 679
[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.