Search found 31 matches
- Sun Feb 16, 2025 10:08 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.34][Quality] Circuit Combinator crash on signal quality without base signal
- Replies: 2
- Views: 1440
- Sat Feb 15, 2025 9:28 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.34][Quality] Circuit Combinator crash on signal quality without base signal
- Replies: 2
- Views: 1440
[boskid][2.0.34][Quality] Circuit Combinator crash on signal quality without base signal
Circuit Combinator crash when setting signal quality without base signal
The game consistently crash when setting a quality modifier on signal if a base signal hasn't been set on a arithmetic or decider combinator.
This bug has been tested with only Quality mod enabled.
Steps to reproduce ...
The game consistently crash when setting a quality modifier on signal if a base signal hasn't been set on a arithmetic or decider combinator.
This bug has been tested with only Quality mod enabled.
Steps to reproduce ...
- Sun Sep 08, 2024 5:09 am
- Forum: Documentation Improvement Requests
- Topic: [1.1.110] movement_slow_down_cooldown
- Replies: 0
- Views: 239
[1.1.110] movement_slow_down_cooldown
BaseAtttackParameters::movement_slow_down_cooldown
This property only applies to the Character firing a Gun .
The current description:
movement_slow_down_cooldown :: float optional
Default: equal to cooldown property
The property in fact seems to be a number of ticks that the penalty is ...
This property only applies to the Character firing a Gun .
The current description:
movement_slow_down_cooldown :: float optional
Default: equal to cooldown property
The property in fact seems to be a number of ticks that the penalty is ...
- Thu Aug 29, 2024 3:08 pm
- Forum: Modding interface requests
- Topic: Event on_post_tick
- Replies: 0
- Views: 311
Event on_post_tick
What?
An event that fires every tick like on_tick , but fires after the tick has completed.
Why?
Some code is better to run before stuff happens while other code is better to run after.
In one of my mods i paint the state of machines on top of them for easier reading of where you should direct ...
An event that fires every tick like on_tick , but fires after the tick has completed.
Why?
Some code is better to run before stuff happens while other code is better to run after.
In one of my mods i paint the state of machines on top of them for easier reading of where you should direct ...
- Thu Sep 07, 2023 1:22 pm
- Forum: Resolved Requests
- Topic: Server_save
- Replies: 1
- Views: 687
Server_save
The description of game.server_save does not make it obvious that it only works in multiplayer mode. Or more specifically that it does nothing in singleplayer mode.
- Wed Sep 06, 2023 11:53 am
- Forum: Minor issues
- Topic: [1.1.89] Handcrafting some recipes takes 1 additional tick
- Replies: 3
- Views: 1334
Re: [1.1.89] Handcrafting some recipes takes 1 additional tick
Treating this as a minor issue is fair. As it doesn't interfere with general gameplay and is really just an inaccuracy. That said, i do still believe it is relevant to get it fixed.
For normal gameplay this issue doesn't matter that much. However it is relevant for some modded configurations, for ...
For normal gameplay this issue doesn't matter that much. However it is relevant for some modded configurations, for ...
- Thu Aug 24, 2023 11:11 am
- Forum: Minor issues
- Topic: [1.1.89] Handcrafting some recipes takes 1 additional tick
- Replies: 3
- Views: 1334
[1.1.89] Handcrafting some recipes takes 1 additional tick
Brief
Crafting recipes, with the character, such as iron-gear-wheel or transport-belt takes 31 ticks instead of 30 ticks. While recipes such firearm-magazine or underground-transport-belt take the expected 60 ticks.
Where?
This issue seem to be reserved to crafting with the character ...
Crafting recipes, with the character, such as iron-gear-wheel or transport-belt takes 31 ticks instead of 30 ticks. While recipes such firearm-magazine or underground-transport-belt take the expected 60 ticks.
Where?
This issue seem to be reserved to crafting with the character ...
- Tue Apr 25, 2023 1:15 pm
- Forum: Modding interface requests
- Topic: expose autosave interval
- Replies: 3
- Views: 1130
Re: expose autosave interval
https://lua-api.factorio.com/latest/Lua ... ve_enabled is read/write.
So couldn't you just disable it while your mod is active?
Effectively forcing the user of your mod to use your custom timer.
So couldn't you just disable it while your mod is active?
Effectively forcing the user of your mod to use your custom timer.
- Mon Apr 03, 2023 3:53 am
- Forum: Modding interface requests
- Topic: On_research_queued event
- Replies: 5
- Views: 1602
Re: On_research_queued event
I can try pulling the research queue, the next time I look at the mod.
on_research_finished and on_research_started doesn't really work for me. As that would mean the research tasks are added to the task list on a nearly random point.
on_research_finished and on_research_started doesn't really work for me. As that would mean the research tasks are added to the task list on a nearly random point.
- Sat Apr 01, 2023 8:33 am
- Forum: Modding interface requests
- Topic: Extend on_player_fast_transferred with item dropped (Z)
- Replies: 1
- Views: 701
Extend on_player_fast_transferred with item dropped (Z)
Dropping items on entities doesn't trigger any events
There is a fairly specific handling of dropping items on entities where only one item is fast-transferred.
However neither on_player_fast_transferred or on_player_dropped_item triggers when this happens.
Change event fast-transferred
I would ...
There is a fairly specific handling of dropping items on entities where only one item is fast-transferred.
However neither on_player_fast_transferred or on_player_dropped_item triggers when this happens.
Change event fast-transferred
I would ...
- Sat Apr 01, 2023 7:47 am
- Forum: Modding interface requests
- Topic: On_research_queued event
- Replies: 5
- Views: 1602
Re: On_research_queued event
I don't particularly care about dequeued technologies, since cancelling research is easily done by going back in time and just not queuing it. But i can see why it would matter for other uses :)
on_research_queue_changed would need to have an indicator of the index and if the item was queued or ...
on_research_queue_changed would need to have an indicator of the index and if the item was queued or ...
- Thu Mar 30, 2023 10:00 pm
- Forum: Modding interface requests
- Topic: Add a local_save equivalent
- Replies: 4
- Views: 1394
Re: Add a local_save equivalent
I can use 'game.auto_save(name)' to save the game locally on demand as a workaround, but it prepends the name with '_autosave-'.
The autosave is also marked as an autosave , which means it can only be overwritten by another autosave-save which is annoying.
I would prefer game.server_save to ...
- Thu Mar 30, 2023 8:56 am
- Forum: Modding interface requests
- Topic: On_research_queued event
- Replies: 5
- Views: 1602
On_research_queued event
What
I would like an event on_research_queued similar to on_research_started .
How
Fields:
research :: LuaTechnology -> the queued technology
queue_index :: uint -> the research queue index of the technology
name :: defines.event
tick :: uint
I can probably handle any implementation ...
I would like an event on_research_queued similar to on_research_started .
How
Fields:
research :: LuaTechnology -> the queued technology
queue_index :: uint -> the research queue index of the technology
name :: defines.event
tick :: uint
I can probably handle any implementation ...
- Thu Mar 09, 2023 11:23 pm
- Forum: Modding help
- Topic: Setting Up a Dev Environment
- Replies: 4
- Views: 2006
Re: Setting Up a Dev Environment
I don't think it is actually possible to get "my blueprints". At least I couldn't find anything even remotely similar.
I guess you have to choose between Typescript or the mod toolkit. I would choose the latter.
I guess you have to choose between Typescript or the mod toolkit. I would choose the latter.
- Sat Feb 18, 2023 6:01 am
- Forum: Modding help
- Topic: Problems with LuaControl.cancel_crafting()
- Replies: 2
- Views: 949
Re: Problems with LuaControl.cancel_crafting()
If the problem is that you are changing the crafting queue order, then you can try to iterate backwards.
- Tue Feb 14, 2023 3:07 pm
- Forum: Ideas and Requests For Mods
- Topic: remote "Presence" building.
- Replies: 2
- Views: 1311
Re: remote "Presence" building.
Would something like Avatars work for you?
- Tue Feb 07, 2023 11:33 am
- Forum: Not a bug
- Topic: [1.1.76] Module inventory get_insertable_count return wrong count
- Replies: 2
- Views: 2010
Re: [1.1.76] Module inventory get_insertable_count return wrong count
Somewhat related. It is also reported wrong for fast assemblers unbarreling.
/c do
local p = game.player
local item = "water-barrel"
local e2 = p.surface.create_entity{name="assembling-machine-3",position={-1,2},force=p.force}
e2.set_recipe("empty-water-barrel")
e2.get_inventory(defines ...
/c do
local p = game.player
local item = "water-barrel"
local e2 = p.surface.create_entity{name="assembling-machine-3",position={-1,2},force=p.force}
e2.set_recipe("empty-water-barrel")
e2.get_inventory(defines ...
- Tue Feb 07, 2023 10:34 am
- Forum: Not a bug
- Topic: [1.1.76] Module inventory get_insertable_count return wrong count
- Replies: 2
- Views: 2010
[1.1.76] Module inventory get_insertable_count return wrong count
This is for scripting and it applies at least to assembling machines & beacons.
Module inventories get_insertable_count reports a count that is off by a factor 50. Which aligns with the stack-size of modules.
For an empty beacon I would expect get_insertable_count to return 2.
Reproduction code ...
Module inventories get_insertable_count reports a count that is off by a factor 50. Which aligns with the stack-size of modules.
For an empty beacon I would expect get_insertable_count to return 2.
Reproduction code ...
- Sun Feb 05, 2023 7:09 am
- Forum: Outdated/Not implemented
- Topic: Event: on_pre_save - to interact before a save state is finalized
- Replies: 1
- Views: 1025
Event: on_pre_save - to interact before a save state is finalized
TL;DR
Give mods the option to manipulate LUA::global before a Save
The opposite of on_load .
What ?
Fire an event either on:
on_save
on_pre_save
Where mods gets a chance to prepare the save state in some way.
With the potential event-data:
player_index::uint? - if saved for one ...
Give mods the option to manipulate LUA::global before a Save
The opposite of on_load .
What ?
Fire an event either on:
on_save
on_pre_save
Where mods gets a chance to prepare the save state in some way.
With the potential event-data:
player_index::uint? - if saved for one ...
- Mon Dec 05, 2022 4:16 pm
- Forum: Modding help
- Topic: Transfer data between games
- Replies: 3
- Views: 2116
Re: Transfer data between games
Okay that sounds cumbersome to say the least, but I guess it is better than nothing.
I have absolutely zero experience with RCON, so let me try to wrap my head around it.
I would then need to setup an RCON client (maybe https://github.com/mark9064/factorio-rcon-py )
I would then need to launch ...
I have absolutely zero experience with RCON, so let me try to wrap my head around it.
I would then need to setup an RCON client (maybe https://github.com/mark9064/factorio-rcon-py )
I would then need to launch ...