Search found 70 matches

by Anyone
Fri Feb 05, 2021 10:00 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 162494

Re: Friday Facts #365 - Future plans

Considering the quality of the game, developers, and communication, I'll be paying for any DLC or Expansion, despite not having played for a while due to commitment to other games. Consider my money reserved for whatever is coming!
by Anyone
Fri Jun 14, 2019 6:48 pm
Forum: Won't implement
Topic: LuaEntity::play_sound()
Replies: 19
Views: 6626

Re: LuaEntity::play_sound()

Heya, I would like to propose some ideas for sounds. Calling play_sound({...}) would return a new object: LuaSound. This object would have several functions: play(), pause(), stop(), destroy(), and like every other LuaObject, has a valid check and it can be serialized. This would allow us to control...
by Anyone
Sun Jun 09, 2019 6:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.47] tooltip flickers when hovering location icon in chat
Replies: 0
Views: 909

[0.17.47] tooltip flickers when hovering location icon in chat

When the server is having issues (show-multiplayer-waiting-icon), the hover of location coordinates seems to spaz out in sync with the waiting icon. Note that the waiting icon was flickering really fast and this is caused by the Redmew crash-site map (see attachment for save). Should be reproducible...
by Anyone
Sun Jun 09, 2019 1:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.47] Desync & crash on odd "set_controller" call: "Sending input action via player which is not local."
Replies: 1
Views: 1928

[0.17.47] Desync & crash on odd "set_controller" call: "Sending input action via player which is not local."

While messing with the cutscenes we found odd behavior that would cause the entire server to crash, desync one of the players, crash the other and eventually halt the server. How to reproduce: Start a vanilla server Join as player 1 Have a second player join Player one executes this command: /c game...
by Anyone
Mon May 27, 2019 5:38 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] Having an unpadded button in the left top will cause the hover to trigger when losing window focus
Replies: 2
Views: 2411

[kovarex] Having an unpadded button in the left top will cause the hover to trigger when losing window focus

If you have a button in the left top window (or any other element really), of which hits the top left corner (thus no padding), it will trigger the hover effect when your factorio game instance loses window focus. The bug can be reproduced with the redmew scenario, any scenario from this list should...
by Anyone
Sat Mar 09, 2019 7:03 pm
Forum: Ideas and Suggestions
Topic: Redo functionality
Replies: 50
Views: 15638

Re: Cancel the Ctrll+Z

CTRL+SHIFT+Z though.
by Anyone
Sat Mar 09, 2019 7:02 pm
Forum: Ideas and Suggestions
Topic: Using Arrow Keys for Instant Item Direction; In Addition to Rotating with R and Shift-R
Replies: 12
Views: 3408

Re: Using Arrow Keys for Instant Item Direction; In Addition to Rotating with R and Shift-R

If I use WASD to move and my left mouse button to place an entity... I don't have enough arms/hands for this.
by Anyone
Thu Mar 07, 2019 9:37 am
Forum: Not a bug
Topic: [0.17.4] Crash in multiplayer
Replies: 19
Views: 6496

Re: [0.17.4] Crash in multiplayer

Not sure if it's related, but this is what I found very often in one of the early desyncs (0.17.0). In several files I had those swapped bytes:
Image

I have personally not encountered this in a recent version but I have to admit that I have not been playing much.
by Anyone
Mon Mar 04, 2019 6:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.5] Crash on duplicate locale key when clicking "scenario"
Replies: 1
Views: 1846

[0.17.5] Crash on duplicate locale key when clicking "scenario"

Steps to reproduce: 1. Download & unpack Test.rar in your scenario directory 2. Start Factorio and click on New Game -> Scenario This gives an error and then exits Factorio. This happens because of a duplicate key in a locale file: [duplicate_key] [duplicate_key] You will see crash with the foll...
by Anyone
Mon Mar 04, 2019 12:26 pm
Forum: Implemented mod requests
Topic: Ability to use the spacer in custom lua interfaces
Replies: 6
Views: 2135

Re: Ability to use the spacer in custom lua interfaces

The factorio screens show a "draggable" (so to speak) bar on the bottom, same as in the title:
Image
Image
by Anyone
Sun Mar 03, 2019 6:52 pm
Forum: Implemented mod requests
Topic: Ability to use the spacer in custom lua interfaces
Replies: 6
Views: 2135

Ability to use the spacer in custom lua interfaces

I'm trying to recreate the general style of factorio windows in a custom popup. I can style the buttons just fine, but the spacer area in the middle doesn't seem to work. Bilka was helping me on Discord and suggested "should be draggable_space, it's just a flow that's set to stretch" . Try...
by Anyone
Fri Mar 01, 2019 7:39 pm
Forum: Ideas and Suggestions
Topic: Vertically inverted tile transitions
Replies: 1
Views: 826

Vertically inverted tile transitions

As of 0.17 we have tile transitions for out-of-map, which looks pretty good! However, several communities have underground maps, and it would be really, really nice to have the transition take place north instead of south. Imagine the above image but rotated 180 degrees, which gives it even more of ...
by Anyone
Fri Mar 01, 2019 7:36 pm
Forum: Not a bug
Topic: [0.17.4] MP Lobby "refreshing" loader moves back button
Replies: 2
Views: 1005

[0.17.4] MP Lobby "refreshing" loader moves back button

When you hit refresh and it starts loading the maps, the indicator moves the button to the right, which isn't really an issue, but it does look weird. I would expect the loader to be in the center, or at least on the right side of the Back button.

Image
by Anyone
Fri Mar 01, 2019 7:06 pm
Forum: Pending
Topic: [0.17.3] Minor tile display bug with dirt next to out-of-map
Replies: 1
Views: 896

[0.17.3] Minor tile display bug with dirt next to out-of-map

It's barely visible, but it seems that generating tiles like this can bug out the new (and very good looking) transition between out-of-map and a normal tile. This happened in 0.17.3 in Diggy. It doesn't always happen, so it seems to be related to insert order of non-out-of-map tiles. https://i.imgu...
by Anyone
Sat Dec 22, 2018 4:03 pm
Forum: Modding interface requests
Topic: Improved market customisation via set_market_item
Replies: 2
Views: 1136

Improved market customisation via set_market_item

When you use custom event-like stuff for markets, you get a big red plus sign in the market, would be really nice to be able to add a (custom) sprite here. When adding an item to the market, you can't set a custom label with the non-"give-item" type. Listening to the market event means you...
by Anyone
Sat Nov 17, 2018 5:09 pm
Forum: Technical Help
Topic: Razer Chroma stays off after standby wakeup
Replies: 1
Views: 1073

Razer Chroma stays off after standby wakeup

Whenever my PC goes into standby because I'm afk for too long, the razer chroma keyboard lighting will go off. When getting out of standby, it will not turn back on. I can fix this by either restarting factorio or turning the option off and back on again. It happens 100% of the time so it shouldn't ...
by Anyone
Sat Nov 17, 2018 3:34 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.16.51] Crash on error: "An input action fragment is missing"
Replies: 4
Views: 2196

Re: Game crashed trying to catch up after save got stuck

I've managed to get the server logs, hopefully they also explain something about the hanging issue
by Anyone
Sat Nov 17, 2018 3:04 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.16.51] Crash on error: "An input action fragment is missing"
Replies: 4
Views: 2196

[Oxyd] [0.16.51] Crash on error: "An input action fragment is missing"

RedMew is having some issues with the servers they host, where the save hangs in the end. This is fairly annoying as it requires a server reboot. It's not the bug report I'm making, but I think it's related. The actual bug is that my game crashed with an error message. After some waiting for the ser...
by Anyone
Sun Oct 14, 2018 10:31 am
Forum: Implemented mod requests
Topic: Add the ability to influence item loot in lua
Replies: 13
Views: 4748

Re: Add the ability to influence item loot in lua

Not it does not rely on invalid events, it relies on an event not being invalidated until it's finished. Can't say i understand what you mean by that. You might try posting in modding help. Events have event listeners. This is a sequential set of actions. If there are 15 listeners and at the 10th l...

Go to advanced search