Search found 12205 matches
- Thu Jun 23, 2022 11:59 pm
- Forum: Technical Help
- Topic: Rails and lategame performance problems
- Replies: 4
- Views: 114
Re: Rails and lategame performance problems
It would be nice to have the save. I was recently looking at trying to improve performance around this exact thing.
- Thu Jun 23, 2022 11:44 pm
- Forum: Won't implement
- Topic: Adding RailSignal.changeState
- Replies: 3
- Views: 91
Re: Adding RailSignal.getTrainsInBlock and RailSignal.changeRailSignalState
Circuits can only 'request to close' a signal; they can never force it to be green and even in the 'try to make it closed' state the tooltip explains that it's not a guarantee that it will happen:
- Thu Jun 23, 2022 12:32 pm
- Forum: Technical Help
- Topic: hosting server over IPv6
- Replies: 3
- Views: 115
Re: hosting server over IPv6
Last i checked the game supports ipv6.
- Tue Jun 21, 2022 6:53 pm
- Forum: Modding interface requests
- Topic: Expose drag-and-drop list to Lua
- Replies: 3
- Views: 350
Re: Expose drag-and-drop list to Lua
Unfortunately there is no generic drag-and-drop list. Every one you see in the base game is a custom implementation based off the way it needs to be used in that GUI.
- Tue Jun 21, 2022 1:56 pm
- Forum: Outdated/Not implemented
- Topic: Lategame reseachs for UPS optimisation
- Replies: 5
- Views: 216
Re: Lategame reseachs for UPS optimisation
... UPS issue in late-game forcing you to use only one type of solution: only solar energy can be used, only trains can be used to transport basic materials, etc... Adding new UPS-friendly ways to do things can add more diversity to the late game. ... If ultimate UPS is the goal, and there is a 'be...
- Mon Jun 20, 2022 11:17 pm
- Forum: Technical Help
- Topic: my game mods/saves don't see it. (available on file)
- Replies: 5
- Views: 102
Re: my game mods/saves don't see it. (available on file)
https://wiki.factorio.com/Application_directory should have the information you want. Mind if I ask: why do you not have your games/programs on the SSD? If you don't have your games/programs on the SSD what do you have on it? The whole idea of the SSD is anything you put on it is fast... so if you d...
- Mon Jun 20, 2022 4:31 pm
- Forum: Not a bug
- Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
- Replies: 6
- Views: 200
Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
:) /c game.player.character.die() game.player.ticks_to_respawn = nil game.player.ticks_to_respawn = 10 Anyway, it doesn't seem to be important, but I guess it's possible to create unintentionally a character in events by mods in some cases. That's the same as setting ticks_to_respawn on a not-dead ...
- Sun Jun 19, 2022 9:04 pm
- Forum: Won't implement
- Topic: Add empty autoplace to out-of-map tiles
- Replies: 1
- Views: 72
Re: Add empty autoplace to out-of-map tiles
This is what data stage is for and why mods are a thing. So, no.
- Sun Jun 19, 2022 8:50 pm
- Forum: Technical Help
- Topic: [1.0.0] Audio issue when Windows audio sample rate set above 352.8KHz
- Replies: 5
- Views: 495
Re: [1.0.0] Audio issue when Windows audio sample rate set above 352.8KHz
Unless another developer wants to go looking into it I'm fine with saying that we only support 24 bit, 48000 Hz audio and if anything else works that's fine but we won't be looking into bug reports/issues around audio outside that setting.
- Sun Jun 19, 2022 3:49 pm
- Forum: Modding discussion
- Topic: Event.on_entity_damaged triggered by a land mine
- Replies: 1
- Views: 129
Re: Event.on_entity_damaged triggered by a land mine
I can't reproduce any issue: when I walk into a landmine it triggers the event as expected:
- Sun Jun 19, 2022 1:17 pm
- Forum: Not a bug
- Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
- Replies: 6
- Views: 200
Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
Writing a value to ticks_to_respawn forces the player into the respawn state regardless of where they were before. This doesn't kill the character entity they were previously controlling (if any). Additionally the character entity is just that; an entity. There can be any number of them in the game ...
- Sat Jun 18, 2022 6:42 pm
- Forum: Not a bug
- Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
- Replies: 6
- Views: 200
Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
Thanks for the report however how it is working is how it is meant to work. The respawn time is on the character prototype: https://wiki.factorio.com/Prototype/Cha ... spawn_time and is not adjustable runtime.
- Thu Jun 16, 2022 12:52 pm
- Forum: Won't implement
- Topic: Return nil if key does not exist in object
- Replies: 19
- Views: 362
Re: Return nil if key does not exist in object
A small addon to the conversation: if a given method/property is valid for something like an entity/player can runtime depend on the state of the entity so saying 'this method/property is valid for this object' is not a simple docs-parsing task. Example: reading data about a crafting queue from a pl...
- Wed Jun 15, 2022 6:30 pm
- Forum: Won't implement
- Topic: Return nil if key does not exist in object
- Replies: 19
- Views: 362
Re: Return nil if key does not exist in object
Yes, but this returns the actual object name, like "LuaTilePrototype", etc, right? So in the case of LuaEntityPrototype, I'd still need to query the .type property to know exactly which entity type has been passed, correct? So in a function where it's meant to be passed either LuaTileProt...
- Wed Jun 15, 2022 5:24 pm
- Forum: Won't implement
- Topic: Return nil if key does not exist in object
- Replies: 19
- Views: 362
Re: Return nil if key does not exist in object
You're describing object_name and it already exists as mentioned: https://lua-api.factorio.com/latest/Lua ... bject_name for each thing in the API.
- Wed Jun 15, 2022 3:59 pm
- Forum: Won't implement
- Topic: Return nil if key does not exist in object
- Replies: 19
- Views: 362
Re: Return nil if key does not exist in object
In the vast majority of the usages asking for an invalid key/method is an error and silently suppressing that error by returning nil isn't doing mod developers a favor. Ideally the game could verify that the API calls are even vaguely possible before they get executed but due to Lua being Lua that i...
- Wed Jun 15, 2022 2:14 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.60] Can't open nested inventory books from quickbar
- Replies: 2
- Views: 222
Re: [1.1.60] Can't open nested inventory books from quickbar
Most likely that is the issue. The root problem is books were written ignoring the core mechanics of item-with-inventory.. unfortunately. So once that was fixed generically it broke the blueprint book behavior.
- Tue Jun 14, 2022 7:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] Softlock loading disabled scenario with no audio device
- Replies: 2
- Views: 322
Re: [1.1.59] Softlock loading disabled scenario with no audio device
Thanks for the report. It's now fixed for the next release.
- Tue Jun 14, 2022 5:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.60] Crash when FluidStream.particle_buffer_size = 0
- Replies: 2
- Views: 201
Re: [1.1.60] Crash when FluidStream.particle_buffer_size = 0
Thanks for the report. I added a check for this for the next release. A fluid stream with no particle support makes no sense because it will just kill itself the first time it updates.
- Tue Jun 14, 2022 5:13 pm
- Forum: Pending
- Topic: [Rseding91] Insta-undo in the map editor raises no events
- Replies: 2
- Views: 203
Re: [Rseding91] Insta-undo in the map editor raises no events
Thanks for the report however I can't reproduce what you describe. It raises script_raised_destroy every time.