Search found 15 matches

by grandseiken
Wed Dec 04, 2024 11:03 am
Forum: Ideas and Suggestions
Topic: Add setting to hide unresearched items/recipes in factoriopdia
Replies: 31
Views: 5104

Re: Add setting to hide unresearched items/recipes in factoriopdia

I would also like this, and I would like to be able to force it (ie either prevent player from being able to see unresearched things or otherwise have explicit runtime control of when things show up in factoriopedia).
by grandseiken
Sat Nov 23, 2024 11:13 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.21] Existence of LuaGuiElement with type "camera" can cause rails to be placed incorrectly
Replies: 2
Views: 1248

[2.0.21] Existence of LuaGuiElement with type "camera" can cause rails to be placed incorrectly

Commiserations for the bizarre bug report, but as far as I can tell it is true.

If a mod has created a LuaGuiElement of type "camera" which is currently active/visible, the rail planner behaves erratically. Roughly, it seems as though the rail creation logic believes the mouse cursor is somewhere ...
by grandseiken
Tue Oct 22, 2024 1:16 pm
Forum: Not a bug
Topic: [2.0.8] Assembling machine retains circuit connections after prototype has them removed
Replies: 1
Views: 363

[2.0.8] Assembling machine retains circuit connections after prototype has them removed

If you create an assembling-machine prototype that allows circuit connections, build one in your game, wire it up, and save the game, then remove its circuit functionality in the prototype e.g. by setting

machine.enable_logistic_control_behavior = false
machine.circuit_wire_max_distance = 0 ...
by grandseiken
Mon Oct 21, 2024 6:45 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.7] Crashes in factoriopedia with modded data (Factoriopedia::updateRecipe)
Replies: 4
Views: 595

Re: [2.0.7] Crashes in factoriopedia with modded data (Factoriopedia::updateRecipe)

Hi, the second two bullet points are resolved now in 2.0.8 but the first one (clicking on a technology which is disabled) still crashes the game.
by grandseiken
Mon Oct 21, 2024 4:22 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.7] Crashes in factoriopedia with modded data (Factoriopedia::updateRecipe)
Replies: 4
Views: 595

[2.0.7] Crashes in factoriopedia with modded data (Factoriopedia::updateRecipe)

I have a preliminary draft of my overhaul mod updated to factorio 2.0, but currently there are many ways to crash the game via simple interactions with factoriopedia.

I have attached the (as yet unreleased) mod zip. To load the mod and follow the reproduction steps you will also need the factorio 2 ...
by grandseiken
Sat Oct 19, 2024 4:21 pm
Forum: 1 / 0 magic
Topic: [2.0.6] parsing invalid noise expressions can crash the game on startup
Replies: 2
Views: 801

Re: [2.0.6] parsing invalid noise expressions can crash the game on startup

My apologies. This seemed to be happening consistently before when I set along the lines of data.raw.resource.coal.autoplace.richness_expression = "control:coal:richness" , but I can't reproduce it after restarting my machine either so maybe was an unrelated crash for some other reason happening by ...
by grandseiken
Sat Oct 19, 2024 2:12 pm
Forum: 1 / 0 magic
Topic: [2.0.6] parsing invalid noise expressions can crash the game on startup
Replies: 2
Views: 801

[2.0.6] parsing invalid noise expressions can crash the game on startup

When updating to the new noise expression rework, I had an expression containing control:my-resource:size as a raw/bare value (rather than var('control:my-resource:size') ), and Factorio hard-crashed on startup.


0.000 2024-10-19 15:08:04; Factorio 2.0.6 (build 79332, win64, steam)
0.000 ...
by grandseiken
Sat Oct 19, 2024 1:22 pm
Forum: Modding interface requests
Topic: [2.0.6] defaulting behaviour of localised recipe names when recipe prototype name does not match exactly
Replies: 2
Views: 565

Re: [2.0.6] revert defaulting behaviour of localised recipe names when recipe prototype name does not match exactly

I have been told this relates to encouraging better recipe names, or possibly to simplify the factoriopedia recipe/item-merging logic.
However, am I wrong, or isn't this the first time the game has made behavioural changes based on the byte contents of prototype names rather than treating them as ...
by grandseiken
Sat Oct 19, 2024 11:04 am
Forum: Modding interface requests
Topic: [2.0.6] defaulting behaviour of localised recipe names when recipe prototype name does not match exactly
Replies: 2
Views: 565

[2.0.6] defaulting behaviour of localised recipe names when recipe prototype name does not match exactly

The documentation for `main_product` says

For recipes with one or more products: Subgroup, localised_name and icon default to the values of the singular/main product, but can be overwritten by the recipe. Setting the main_product to an empty string ("") forces the title in the recipe tooltip to ...
by grandseiken
Thu Jan 18, 2024 4:56 pm
Forum: Modding interface requests
Topic: Provide Display Resolution inside Simulations
Replies: 3
Views: 1941

Re: Provide Display Resolution inside Simulations

I'd like this as well (assuming the default of zooming the camera in and out based on UI scaling stays as it is).
by grandseiken
Sat Dec 23, 2023 11:37 pm
Forum: Mods
Topic: [1.1] Ultracube: Age of Cube
Replies: 3
Views: 4182

[1.1] Ultracube: Age of Cube

https://assets-mod.factorio.com/assets/08cc739e821db775ea0e0a8fd1d01a8361e374af.thumb.png

I released a new overhaul mod today. I won't copy-paste all the details in here (you can see them on the mod portal or github ), but if you thought there wasn't enough reason to use combinators in vanilla ...
by grandseiken
Sat Dec 09, 2023 11:08 pm
Forum: Modding interface requests
Topic: support for buffer_capacity on assemblers
Replies: 1
Views: 1069

Re: support for buffer_capacity on assemblers

I would like this as well.
by grandseiken
Wed Aug 02, 2023 11:59 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
Replies: 22
Views: 12585

Re: [1.1.53] "Output Full" calculations break with result amounts > item stacksize

I'd also like to see this changed - it ends up getting in the way quite a lot in a mod I'm working on (as well as being pretty confusing for the player).

The current behaviour feels inconsistent to me:
* it's impossible for a machine making a recipe that produces more than the stack size to keep ...

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