Search found 112 matches

by mickael9
Thu Aug 16, 2018 10:41 am
Forum: Mod portal Discussion
Topic: IPv6 not working for mods-data.factorio.com
Replies: 1
Views: 1304

IPv6 not working for mods-data.factorio.com

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 ?
by mickael9
Sun Apr 15, 2018 1:20 pm
Forum: General discussion
Topic: level.dat format
Replies: 8
Views: 9274

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...
by mickael9
Thu Apr 05, 2018 11:51 am
Forum: Modding interface requests
Topic: GUI element functionality to filter/sort by localised name
Replies: 13
Views: 3835

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.
by mickael9
Thu Apr 05, 2018 11:05 am
Forum: Modding discussion
Topic: [0.15] Mod setting/config interface - give your input
Replies: 203
Views: 62145

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...
by mickael9
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: 9540

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...
by mickael9
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: 2915

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...
by mickael9
Thu Dec 28, 2017 12:51 am
Forum: Implemented mod requests
Topic: LuaEntity::order_deconstruction() player parameter
Replies: 2
Views: 1426

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...
by mickael9
Wed Dec 27, 2017 9:34 pm
Forum: Modding discussion
Topic: [0.15] Mod setting/config interface - give your input
Replies: 203
Views: 62145

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...
by mickael9
Wed Dec 27, 2017 11:59 am
Forum: Won't implement
Topic: call on_put_item for unbuildable blueprints
Replies: 1
Views: 1483

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) ?
example.png
example.png (150.16 KiB) Viewed 1483 times
by mickael9
Wed Dec 27, 2017 11:31 am
Forum: Implemented mod requests
Topic: LuaEntity::order_deconstruction() player parameter
Replies: 2
Views: 1426

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?
by mickael9
Thu Oct 05, 2017 11:20 pm
Forum: Tools
Topic: Mod Portal Email Notifier [out of service]
Replies: 3
Views: 3797

Re: Mod Portal Email Notifier

It's working fine for me, are you getting an error message?
by mickael9
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: 1533

"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 ...
by mickael9
Thu Jul 27, 2017 5:55 pm
Forum: Ideas and Suggestions
Topic: Set RCON settings in server-settings.json
Replies: 1
Views: 1603

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...
by mickael9
Fri Jul 14, 2017 1:57 am
Forum: Modding discussion
Topic: [0.15] Mod setting/config interface - give your input
Replies: 203
Views: 62145

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 ...
by mickael9
Wed Jul 12, 2017 12:16 am
Forum: Not a bug
Topic: Blueprint with tiles doesn't replace conflicting tile ghosts
Replies: 5
Views: 2360

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...
by mickael9
Tue Jul 11, 2017 11:07 pm
Forum: Not a bug
Topic: Blueprint with tiles doesn't replace conflicting tile ghosts
Replies: 5
Views: 2360

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 ?
by mickael9
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: 2228

[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...
by mickael9
Tue Jul 11, 2017 7:58 pm
Forum: Not a bug
Topic: Blueprint with tiles doesn't replace conflicting tile ghosts
Replies: 5
Views: 2360

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...
by mickael9
Wed Jul 05, 2017 6:18 pm
Forum: Implemented mod requests
Topic: Provide actual ItemStack in on(_robot)_built_entity
Replies: 1
Views: 1003

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...
by mickael9
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: 1822

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...

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