Search found 92 matches

by _CodeGreen
Thu Sep 04, 2025 10:36 pm
Forum: Bug Reports
Topic: [2.0.66] Crash building sprite atlas with invalid filename for tile-effect effect texture
Replies: 0
Views: 54

[2.0.66] Crash building sprite atlas with invalid filename for tile-effect effect texture

minimal reproduction, stick this somewhere in the prototype stage:

Code: Select all

data.raw["tile-effect"]["water"].water.textures[1].filename = "shibboleet"
by _CodeGreen
Thu Sep 04, 2025 7:11 pm
Forum: Modding interface requests
Topic: LuaPlayer::swap_players
Replies: 0
Views: 102

LuaPlayer::swap_players

May end up doing this myself, but figured I'd put it here in case someone else does it before I do.
Currently the only way to do this is with the console command /swap-players which calls Player::swap_players, but it would be neat if mods could do the same as well.
by _CodeGreen
Tue Aug 12, 2025 2:44 pm
Forum: Modding interface requests
Topic: Allow dependency on core
Replies: 5
Views: 323

Re: Allow dependency on core

The request in this case is to pretend core has a version number for the purposes of the dependency, that way mods could use the dependency system as it is now to control the allowed engine version, instead of needing a new info.json field along the lines of factorio_version, or changing factorio ...
by _CodeGreen
Tue Aug 12, 2025 1:37 pm
Forum: Modding interface requests
Topic: Allow dependency on core
Replies: 5
Views: 323

Allow dependency on core

There have been a few times where I want to depend on a specific Factorio version, whether it's because of an API method that was added or changed, a new prototype type was made, or any other thing that would make backwards compatibility broken.
There have also been a few times where I've made a mod ...
by _CodeGreen
Thu Jul 17, 2025 1:29 am
Forum: Resolved Requests
Topic: [2.0.60] LuaItemPrototype::flags is optional
Replies: 1
Views: 208

[2.0.60] LuaItemPrototype::flags is optional

Title says it all pretty much. The field says the dictionary is always present, and it is in fact not always present, specifically when the item prototype has no flags.
Thank you!
by _CodeGreen
Mon Jul 07, 2025 2:30 pm
Forum: Modding interface requests
Topic: LuaGuiElement.open_elem() (choose-elem-button)
Replies: 3
Views: 993

Re: LuaGuiElement.open_elem() (choose-elem-button)

+1, not much else for me to add but I agree with both above.
by _CodeGreen
Sun Jul 06, 2025 1:50 am
Forum: Mod portal Discussion
Topic: Hide mods/authors
Replies: 1
Views: 340

Re: Hide mods/authors

You can do that already with the "-" operator, similar to a google search.
For example, "-earendel" will hide all of earendel's mods.
The mod portal used to not support it because mellisearch, the api it switched to a while go, didn't have it, but it had since been updated to support it.

It's not ...
by _CodeGreen
Mon May 19, 2025 8:43 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
Replies: 3
Views: 702

Re: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer

Sounds good, and yeah I considered poking around myself but decided not to due to the same risk.
Thanks for looking into this!
by _CodeGreen
Sun May 18, 2025 5:58 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
Replies: 3
Views: 702

Re: [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer

here's a video for clarification, entering singleplayer and testing the mod works, multiplayer and testing the mod doesn't.
I've made sure the custom input events result in the same outcome.

OBS-2025-05-18 08-01-10.mp4
(16.65 MiB) Downloaded 46 times
by _CodeGreen
Sun May 18, 2025 3:57 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
Replies: 3
Views: 702

[Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer

I made a mod a while ago called Force Inventory Insert that lets the player forcibly insert items into the bar portion of an inventory if it's full, that way players don't have to manually move each stack.
I've had a bug reported recently where the mod doesn't work in multiplayer, and after a ...
by _CodeGreen
Tue Apr 29, 2025 1:20 pm
Forum: Releases
Topic: Version 2.0.46
Replies: 45
Views: 21890

Re: Version 2.0.46


There was no bug report about this, no player complaints, and the only place this technique showed up was in my speedruns. So it’s hard not to feel like this was directly targeted. Like some dev saw my run and thought, “we don’t want speedrunners finishing the game this way,” and patched it out ...
by _CodeGreen
Fri Apr 18, 2025 7:15 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 237
Views: 77885

Re: Version 2.0.45

I'm reading over this thread, and something I'd like to point out regardless of opinions on whether or not the change should be reverted, is that mods disable steam achievements. So sure, you could technically unlock achievements with mods, but the second you disable mods you lose all of the ...
by _CodeGreen
Sun Apr 13, 2025 7:59 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.44] Signals in Single combinator can no longer over or underflow
Replies: 14
Views: 3334

Re: [boskid][2.0.44] Signals in Single combinator can no longer over or underflow

+1

I get that how it works internally is different from everything else, but everything else in the game revolving around implicit signal combination over/underflows. It doesn't make sense from a player's perspective, even if it makes sense from a developer's perspective.
by _CodeGreen
Thu Apr 10, 2025 1:28 pm
Forum: Minor issues
Topic: [2.0.43] "list-box" GUI elements ignore "enabled" property
Replies: 3
Views: 598

Re: [2.0.43] "list-box" GUI elements ignore "enabled" property

A simple workaround for this would be to not use the list box element and instead make it yourself with a frame and a few buttons. You should be able to use the same styles that the list box uses and have it look exactly the same, the only downside being you have to code the logic yourself. Luckily ...
by _CodeGreen
Tue Apr 08, 2025 12:26 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.44] Crash mousing over blueprint book in chat (ItemWithInventory::getOwningEntity)
Replies: 3
Views: 1455

[Rseding91] [2.0.44] Crash mousing over blueprint book in chat (ItemWithInventory::getOwningEntity)

I'm not sure why this is happening as I had someone else try it and they were able to mouse over it fine, but attached is the log file and the chat message.
by _CodeGreen
Wed Mar 26, 2025 12:00 pm
Forum: Pending
Topic: on_post_entity_died event.ghost is nil for vehicles
Replies: 2
Views: 281

Re: on_post_entity_died event.ghost is nil for vehicles

I tried more than once and wasn't able to get it to work, but for some reason today it's perfectly fine. I'm guessing I was miraculously being an idiot and not using /cheat (thus the ghost wasn't spawning) every single time I tested reading the field, even though that's something I was frequently ...
by _CodeGreen
Wed Mar 26, 2025 2:43 am
Forum: Pending
Topic: on_post_entity_died event.ghost is nil for vehicles
Replies: 2
Views: 281

on_post_entity_died event.ghost is nil for vehicles

As the title says, the event has a field for ghosts yet it is not populated for vehicles.
With vehicles only now leaving ghosts on death in 2.0, this part of the implementation seems to have been overlooked :P
by _CodeGreen
Wed Jan 22, 2025 8:48 pm
Forum: Won't fix.
Topic: [Klonan] [1.1.69] Crash scaling GUI with GUI debug enabled
Replies: 4
Views: 1863

Re: [Klonan] [1.1.69] Crash scaling GUI with GUI debug enabled

That's fine, we don't have the ability to scale the GUI up that high anymore anyway (nor did we have much reason to in the first place), so it's probably not even an issue anymore.

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