Search found 14 matches
- Sat Mar 22, 2025 10:16 pm
- Forum: Not a bug
- Topic: [2.0.42] Requesting robots in a roboport with a count greater than the maximum storage capacity will halt other requests
- Replies: 2
- Views: 180
Re: [2.0.42] Requesting robots in a roboport with a count greater than the maximum storage capacity will halt other requ
I suppose I missed a vital detail: even when the first request is unable to be met it will hold up all the others. If the request is able to be met then sure, that would be understandable. But when nothing is coming to the roboport despite other requests being able to be met, it is very unclear
- Sat Mar 22, 2025 5:23 pm
- Forum: Not a bug
- Topic: [2.0.42] Requesting robots in a roboport with a count greater than the maximum storage capacity will halt other requests
- Replies: 2
- Views: 180
[2.0.42] Requesting robots in a roboport with a count greater than the maximum storage capacity will halt other requests
Factorio version: 2.0.42
Mods:
Elevated Rails
Quality
Space Age
What I noticed:
I was using a roboport to request all logistic robots of quality less than legendary to remove from the system. I set each request to 50 and all was well. As soon as I changed the common request to 500, only common ...
Mods:
Elevated Rails
Quality
Space Age
What I noticed:
I was using a roboport to request all logistic robots of quality less than legendary to remove from the system. I set each request to 50 and all was well. As soon as I changed the common request to 500, only common ...
- Fri Jan 03, 2025 5:22 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.28] Crash caused by a divide by 0 when line_length = 0 in a sprite sheet
- Replies: 1
- Views: 909
[posila] [2.0.28] Crash caused by a divide by 0 when line_length = 0 in a sprite sheet
What did you do? - Had line_length = 0 in a sprite sheet. The documentation implies this is an acceptable value.
What happened? - The game consistently crashed when trying to boot. The log was consistent every crash.
What did you expect to happen instead? It might be obvious to you, but do it ...
What happened? - The game consistently crashed when trying to boot. The log was consistent every crash.
What did you expect to happen instead? It might be obvious to you, but do it ...
- Wed Jan 01, 2025 1:45 am
- Forum: Implemented mod requests
- Topic: Add the ability to read distance along a space route via scripting
- Replies: 12
- Views: 1130
Re: Add the ability to read distance along a space route via scripting
Hello, I think this would be fantastic because as of right now, the only way of obtaining the distance a platform has traveled is by summing up a platforms speed over an interval of time. This works alright at best, and can only be very general. There is no way of telling whether a platform ...
- Wed Jan 01, 2025 1:43 am
- Forum: Modding interface requests
- Topic: [2.0.28] Event to detect when a blueprint entity is pasted on an identical entity
- Replies: 2
- Views: 549
Re: [2.0.28] Event to detect when a blueprint entity is pasted on an identical entity
This is possible to do via scripting actually, it's just kinda hacky. The gist of it is:
1. Detect on_pre_build and check if the cursor stack contains a blueprint item.
2. If yes, then you get the blueprint entities of this blueprint.
3. Then, find the bounding box of the blueprint (I think flib ...
1. Detect on_pre_build and check if the cursor stack contains a blueprint item.
2. If yes, then you get the blueprint entities of this blueprint.
3. Then, find the bounding box of the blueprint (I think flib ...
- Wed Jan 01, 2025 1:34 am
- Forum: Implemented mod requests
- Topic: Add the ability to read distance along a space route via scripting
- Replies: 12
- Views: 1130
Re: Add the ability to read distance along a space route via scripting
Rseding91 wrote: Mon Dec 30, 2024 10:03 pm This should be doable (read and write) however I'll need to talk to one of the other developers to make sure the state transitions are handled correctly. So, I'm not sure when it will be done.




- Wed Jan 01, 2025 1:21 am
- Forum: Documentation Improvement Requests
- Topic: Please add descriptions to the hidden tag of new prototypes such as space-locations
- Replies: 1
- Views: 497
Please add descriptions to the hidden tag of new prototypes such as space-locations
Some of the new prototypes (such as space-locations, planets, etc) do not have helpful descriptions under their respective pages. In the past, the descriptions would be helpful (see the 3 links), now with no descriptions it becomes unclear what the exact intended behavior is.
For example, the space ...
For example, the space ...
- Wed Jan 01, 2025 12:38 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.28] Creating a space location with hidden = true does not hide it in game
- Replies: 1
- Views: 888
[Genhis][2.0.28] Creating a space location with hidden = true does not hide it in game
1. What did you do? - I created a new space location prototype with a mod I am making that is meant to be hidden for scripting purposes. I created the prototype with hidden = true .
2. What happened? - In game, the space location was actually not hidden, and was very much select-able as a station ...
2. What happened? - In game, the space location was actually not hidden, and was very much select-able as a station ...
- Mon Dec 30, 2024 4:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.28] Crash when placing a heat pipe with a heating_radius of 0 connected to a heat source
- Replies: 3
- Views: 374
- Sun Dec 29, 2024 5:17 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.28] Crash when placing a heat pipe with a heating_radius of 0 connected to a heat source
- Replies: 3
- Views: 374
[boskid][2.0.28] Crash when placing a heat pipe with a heating_radius of 0 connected to a heat source
1. What did you do? - Using a mod I am making to tweak heating radii, I set heat pipes to have a heating_radius of 0. Placing these heat pipes unconnected to a heat source works fine. Then, I connected a heat pipe to a heat source (heating interface, heating tower, or nuclear reactor)
2. What ...
2. What ...
- Sat Dec 21, 2024 4:10 pm
- Forum: Implemented mod requests
- Topic: Add the ability to read distance along a space route via scripting
- Replies: 12
- Views: 1130
Re: Add the ability to read distance along a space route via scripting
Hello, I think this would be fantastic because as of right now, the only way of obtaining the distance a platform has traveled is by summing up a platforms speed over an interval of time. This works alright at best, and can only be very general. There is no way of telling whether a platform is ...
- Fri Dec 20, 2024 6:08 am
- Forum: Implemented mod requests
- Topic: Add the ability to read distance along a space route via scripting
- Replies: 12
- Views: 1130
Add the ability to read distance along a space route via scripting
Hello, I think this would be fantastic because as of right now, the only way of obtaining the distance a platform has traveled is by summing up a platforms speed over an interval of time. This works alright at best, and can only be very general. There is no way of telling whether a platform is ...
- Fri May 31, 2024 4:21 am
- Forum: Resolved Requests
- Topic: Update the type of EffectValue to be be uint16
- Replies: 4
- Views: 725
Re: Update the type of EffectValue to be be uint16
yeah I hadn't exactly expressed it right but yeah I guess my point was that the modding docs dont actually mention that it sneakily behaves as a int16 where the value is a percentage of that number. The way it is set up currently led me to believe I could have a effective effect value of some large ...
- Fri May 24, 2024 3:19 am
- Forum: Resolved Requests
- Topic: Update the type of EffectValue to be be uint16
- Replies: 4
- Views: 725
Update the type of EffectValue to be be uint16
Currently the effect value page https://lua-api.factorio.com/latest/types/EffectValue.html#bonus claims that bonus is stored as a double. This is not the case, it is actually stored as a uint16 and is reflected by trying to create a module with a bonus higher than (2^16 - 1)/2 because the bonus ...