mods-data.factorio.com doesn't respond to requests made with IPv6, this causes problems with my command line mod manager.
Can you please fix it or remove the AAAA record from the domain ?
Search found 112 matches
- Thu Aug 16, 2018 10:41 am
- Forum: Mod portal Discussion
- Topic: IPv6 not working for mods-data.factorio.com
- Replies: 1
- Views: 1481
- Sun Apr 15, 2018 1:20 pm
- Forum: General discussion
- Topic: level.dat format
- Replies: 8
- Views: 10463
Re: level.dat format
Updated for 0.16 from zipfile import ZipFile from struct import Struct class Deserializer: u16 = Struct('<H') u32 = Struct('<I') def __init__(self, stream): self.stream = stream self.version = tuple(self.read_u16() for i in range(4)) def read(self, n): return self.stream.read(n) def read_fmt(self, f...
- Thu Apr 05, 2018 11:51 am
- Forum: Modding interface requests
- Topic: GUI element functionality to filter/sort by localised name
- Replies: 13
- Views: 4488
Re: GUI element functionality to filter/sort by localised name
I agree with sparr, this should be possible. Also see my older proposal here: viewtopic.php?f=28&t=48164
Callbacks might be possible if you pass them as string instead of function object so they can run in their own context.
Callbacks might be possible if you pass them as string instead of function object so they can run in their own context.
- Thu Apr 05, 2018 11:05 am
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 69827
Re: [0.15] Mod setting/config interface - give your input
Ugh. Could've sworn i read somewhere that the '[blah]-' bit is ignored for sorting purposes and was just used as a comment to make the string easier to understand >_>. Including the bracket content in the search order is... unintuitive at best, to use a nice word. My understanding is that most (all...
- Tue Jan 23, 2018 11:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.16] Linux 'There is no package core in /usr/share/...'
- Replies: 12
- Views: 11136
Re: [0.16.16] Linux 'There is no package core in /usr/share/...'
Wow, it's impressive how hard it is to just reexecute a program on Linux. I did suggest using /proc/self/exe instead of using argv because of this: https://forums.factorio.com/viewtopic.php?f=11&t=53650 There seems to be another way to get the real executable path, using getauxval(AT_EXECFN) [mi...
- Sun Jan 07, 2018 8:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.15.37] Crash when installing mod [Linux]
- Replies: 2
- Views: 3359
Re: [0.15.37] Crash when installing mod [Linux]
Having this problem too, it seems factorio incorrectly uses the current working directory as the binaries path (as can be seen in OP's log). When restarting, factorio tries to run $PWD/factorio (confirmed by using strace -f -e execve) instead of the actual executable path (/usr/bin/factorio in my ca...
- Thu Dec 28, 2017 12:51 am
- Forum: Implemented mod requests
- Topic: LuaEntity::order_deconstruction() player parameter
- Replies: 2
- Views: 1648
Re: LuaEntity::order_deconstruction() player parameter
I guess those should be changed too then: LuaSurface::deconstruct_area LuaSurface::cancel_deconstruct_area LuaEntity::cancel_deconstruction LuaTile::cancel_deconstruction Edit: perhaps the force parameter ought to be passed to the on_marked_for_deconstruction and on_canceled_deconstruction events as...
- Wed Dec 27, 2017 9:34 pm
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 69827
Re: [0.15] Mod setting/config interface - give your input
I see localised drop down strings were added, thanks! The syntax is: [string-mod-setting] <mod-name>-<setting-name>-<dropdown-item-name>=<translated item> Let's say you have an hello mod, with the following setting declared in settings.lua: { type = "string-setting", name = "hello-foo...
- Wed Dec 27, 2017 11:59 am
- Forum: Won't implement
- Topic: call on_put_item for unbuildable blueprints
- Replies: 1
- Views: 1713
call on_put_item for unbuildable blueprints
Can we change on_put_item so that it gets called when the player shift-builds a blueprint that has only conflicting entities (all red) ?
- Wed Dec 27, 2017 11:31 am
- Forum: Implemented mod requests
- Topic: LuaEntity::order_deconstruction() player parameter
- Replies: 2
- Views: 1648
LuaEntity::order_deconstruction() player parameter
Currently, we have LuaTile::order_deconstruction(force, player) and LuaEntity::order_deconstruction(force).
Can we have LuaEntity::order_deconstruction(force, player) too so that the player index appears in the generated event?
Can we have LuaEntity::order_deconstruction(force, player) too so that the player index appears in the generated event?
- Thu Oct 05, 2017 11:20 pm
- Forum: Tools
- Topic: Mod Portal Email Notifier [out of service]
- Replies: 3
- Views: 4374
Re: Mod Portal Email Notifier
It's working fine for me, are you getting an error message?
- Fri Jul 28, 2017 4:25 pm
- Forum: Resolved Problems and Bugs
- Topic: "Vector is not a safe distance from the tile edge."
- Replies: 1
- Views: 1762
"Vector is not a safe distance from the tile edge."
In certain cases, calling set_blueprint_entities(get_blueprint_entities()) causes this error: "Vector is not a safe distance from the tile edge." It seems to only happen when "angled" inserters are used (like those provided by the Side Inserters mod) : side-inserter.png This can ...
- Thu Jul 27, 2017 5:55 pm
- Forum: Ideas and Suggestions
- Topic: Set RCON settings in server-settings.json
- Replies: 1
- Views: 1883
Set RCON settings in server-settings.json
Currently, the only way to specify RCON settings is to specify them in the command line arguments. This causes a security concern on servers since any user can see the RCON password in the process list It also shows up in the log file since all command line arguments are printed here I think this ki...
- Fri Jul 14, 2017 1:57 am
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 69827
Re: [0.15] Mod setting/config interface - give your input
The setting name is only an identifier, you need to define an actual name for it in the locale (translation) files, eg, in locale/en/base.cfg : [mod-setting-name] research-causes-evolution-all-techs-equal=Setting name here [mod-setting-description] research-causes-evolution-all-techs-equal=Optional ...
- Wed Jul 12, 2017 12:16 am
- Forum: Not a bug
- Topic: Blueprint with tiles doesn't replace conflicting tile ghosts
- Replies: 5
- Views: 2747
Re: Blueprint with tiles doesn't replace conflicting tile ghosts
Yes I agree with what you said, and sorry for the confusion since I'm talking about a slightly different (but somewhat related) issue I placed a real concrete tile over a hazard ghost tile (with just grass under it). The hazard ghost tile didn't disappear and I now have a normal concrete tile with a...
- Tue Jul 11, 2017 11:07 pm
- Forum: Not a bug
- Topic: Blueprint with tiles doesn't replace conflicting tile ghosts
- Replies: 5
- Views: 2747
Re: Blueprint with tiles doesn't replace conflicting tile ghosts
What about the fact that placing a real tile doesn't remove a (different) ghost tile at the same position ?
- Tue Jul 11, 2017 10:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Inconsistency in blueprint selection for tiles & tile ghosts
- Replies: 1
- Views: 2517
[Rseding91] Inconsistency in blueprint selection for tiles & tile ghosts
When blueprinting an area that contains tiles and tile ghosts at the same position, the blueprint will contain either the real tile or the ghost tile. The actual behavior seems to vary across different positions from the same blueprint. select.png (note that according to the icons shown, the bluepri...
- Tue Jul 11, 2017 7:58 pm
- Forum: Not a bug
- Topic: Blueprint with tiles doesn't replace conflicting tile ghosts
- Replies: 5
- Views: 2747
Blueprint with tiles doesn't replace conflicting tile ghosts
I'm not sure if this is actually a bug or intended behavior, but attempting to place a blueprint with tiles over tile ghosts (of different type) will not replace the tile ghosts like it would with real tiles place.png placed.png The behavior is the same when trying to shift-place the tiles themselve...
- Wed Jul 05, 2017 6:18 pm
- Forum: Implemented mod requests
- Topic: Provide actual ItemStack in on(_robot)_built_entity
- Replies: 1
- Views: 1186
Provide actual ItemStack in on(_robot)_built_entity
Currently, there is no easy way to get the actual ItemStack that is being used for building an entity in a reliable way. My use case here is copying the inventory of an item-with-inventory into the entity its being placed (a container ) without loosing any state (item-with-inventory, blueprints, ite...
- Wed Jul 05, 2017 5:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [for 0.16] Item used to build an entity doesn't respect order
- Replies: 3
- Views: 2069
Re: [Rseding] Item used to build an entity doesn't respect order
If you have items that have different "variants" (different item name/type) then it avoids creating dummy entities to match each variant of the item. You can also control which item a construction robot will use to build an entity, while allowing the player to use a different item to place...