Search found 105 matches
- Fri Dec 22, 2023 1:09 pm
- Forum: News
- Topic: Friday Facts #390 - Noise expressions 2.0
- Replies: 72
- Views: 19346
Re: Friday Facts #390 - Noise expressions 2.0
I'm already sad not to be part of the Factorio team, but the 2.0 FFFs make it worse. This blog post (#390) almost tears my heart out. In particular, I'm very jealous of Earendel and Genhis for getting to develop this parser.
- Mon Nov 20, 2023 2:53 pm
- Forum: Fixed for 2.0
- Topic: [1.1.85] Icon dump truncates names with `:`
- Replies: 14
- Views: 2612
Re: [1.1.85] Icon dump truncates names with `:`
Another suggestion would be to simply mention this in the documentation. It's a bit unsatisfactory, but then at least mod authors know about it and can avoid/fix the problem.
- Mon Nov 20, 2023 12:07 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [MOD 1.1.0] Project Cybersyn - Smart Train Dispatcher
- Replies: 1
- Views: 1373
- Mon Nov 20, 2023 3:21 am
- Forum: Duplicates
- Topic: Using pipe character in names
- Replies: 1
- Views: 456
Using pipe character in names
Some mods (for instance https://mods.factorio.com/mod/hardCrafting_2 ) uses pipe symbol as name part. This prevents these objects from being properly serialized when called with the command line parameter dump-data or dump-prototype-locale. Perhaps this should simply be forbidden in the documentatio...
- Mon May 29, 2023 6:19 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [MOD 1.1.0] Project Cybersyn - Smart Train Dispatcher
- Replies: 1
- Views: 1373
[MOD 1.1.0] Project Cybersyn - Smart Train Dispatcher
I have a strange behavior of a requestor station. A train wants to load 2000 items of a resource. There are several resources contained in the chest of that station. Therefore I used the "Wagon-Control"-feature of CyberSync. The cargo wagon then sets a filter on all slots. But they are not...
- Mon Jun 20, 2022 7:16 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: [MOD 1.1.x] ingteb: add new mods crash
- Replies: 22
- Views: 8532
Re: [MOD 1.1.x] ingteb: add new mods crash
This save-file works for me. You probably should tell me what I have to do to force the crash.
- Tue May 10, 2022 10:05 pm
- Forum: Mod portal Discussion
- Topic: [Guide] Modders' guide to using mod portal (Edit, Delete...)
- Replies: 11
- Views: 11162
Re: [Guide] Modders' guide to using mod portal (Edit, Delete...)
Initially, the field "description" from the info.json was used for the field "Summary" in the Modportal for my mod. Once I had to change the "Summary" in the Modportal directly for reasons. Since then, the "description" field from the info.json has been ignore...
- Tue May 03, 2022 11:25 pm
- Forum: Releases
- Topic: Version 1.1.58
- Replies: 19
- Views: 17170
Re: Version 1.1.58
Sorry for complaining so much.
Perhaps the documentation should mention that the force is also provided in event interface.
Perhaps the documentation should mention that the force is also provided in event interface.
- Tue May 03, 2022 10:31 pm
- Forum: Releases
- Topic: Version 1.1.58
- Replies: 19
- Views: 17170
Re: Version 1.1.58
While I'm on the subject of grumbling: The event interface of on_research_cancelled is also different from the previous research queue events: Unbenannt.PNG This is a bit annoying, as you very often need a common handler for all on_research_xxx events. (However, I would like it better if the "o...
- Tue May 03, 2022 9:15 pm
- Forum: Releases
- Topic: Version 1.1.58
- Replies: 19
- Views: 17170
Re: Version 1.1.58
It seems that the on_research_cancelled-event is only raised when the research is cancelled by built-in game gui. No event is raised when canellation is done via research-queue-mod like sonaxaton-research-queue. It's raised when the cancel function is used: either through the GUI or through the can...
- Mon May 02, 2022 8:33 pm
- Forum: Releases
- Topic: Version 1.1.58
- Replies: 19
- Views: 17170
Re: Version 1.1.58
It seems that the on_research_cancelled-event is only raised when the research is cancelled by built-in game gui. No event is raised when canellation is done via research-queue-mod like sonaxaton-research-queue.
- Mon May 02, 2022 4:51 pm
- Forum: Releases
- Topic: Version 1.1.58
- Replies: 19
- Views: 17170
Re: Version 1.1.58
Thank you very much!
- Wed Apr 13, 2022 2:33 pm
- Forum: Modding help
- Topic: Mod ingteb 0.4.0. causes desync
- Replies: 8
- Views: 2058
Re: Mod ingteb 0.4.0. causes desync
Most of the time I get desync logs like this
What could be the cause?
And this is the only difference.What could be the cause?
- Wed Apr 13, 2022 1:51 pm
- Forum: Modding help
- Topic: Mod ingteb 0.4.0. causes desync
- Replies: 8
- Views: 2058
Re: Mod ingteb 0.4.0. causes desync
Thank you so far.
By use of heavy mode I probably found some cause: I use the old flib.translate and I do not store the resulting translations in global table.
By use of heavy mode I probably found some cause: I use the old flib.translate and I do not store the resulting translations in global table.
When I just set metatables for some global objects that should be ok, shouldn't it.If you can delete on_load from your mod; do it.
- Tue Apr 12, 2022 12:07 am
- Forum: Modding help
- Topic: Mod ingteb 0.4.0. causes desync
- Replies: 8
- Views: 2058
Re: Mod ingteb 0.4.0. causes desync
Needless to say: I checked recreating of data several times. Something is done in on-load but most things are done in first tick after restore. As I can see there is no information used except - global table that contains only strings and numbers - information that is taken from game-, script- and d...
- Mon Apr 11, 2022 11:03 pm
- Forum: Modding help
- Topic: Mod ingteb 0.4.0. causes desync
- Replies: 8
- Views: 2058
Re: Mod ingteb 0.4.x. causes desync
Steps the reproduce:
- start a new game and connect
- right-click on the ingteb-button ( )
- leave the game
- reconnect
-> crash
Restart the sever
- reconnect
-> works
- leave the game
- reconnect
-> crash
- start a new game and connect
- right-click on the ingteb-button ( )
- leave the game
- reconnect
-> crash
Restart the sever
- reconnect
-> works
- leave the game
- reconnect
-> crash
- Mon Apr 11, 2022 5:03 pm
- Forum: Modding help
- Topic: Mod ingteb 0.4.0. causes desync
- Replies: 8
- Views: 2058
Re: Mod ingteb 0.4.0. causes desync
New desync-report
download/file.php?id=73665
download/file.php?id=73665
- Sun Apr 10, 2022 8:53 pm
- Forum: Modding help
- Topic: Mod ingteb 0.4.0. causes desync
- Replies: 8
- Views: 2058
Mod ingteb 0.4.0. causes desync
Users of my mod complain about desync crashes
. Can you help me find the cause?- Sun Apr 10, 2022 11:04 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: [MOD 1.1.x] ingteb: add new mods crash
- Replies: 22
- Views: 8532
Re: [MOD 1.1.x] ingteb: add new mods crash
Fixed in 0.4.0
- Sat Apr 09, 2022 9:25 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [MOD 1.1.x] ingteb: add new mods crash
- Replies: 22
- Views: 8532
Re: [MOD 1.1.x] ingteb: add new mods crash
Danke. Ich forsche dann mal.