Search found 13208 matches
- Tue Apr 23, 2024 1:29 am
- Forum: General discussion
- Topic: Ps4 port?
- Replies: 11
- Views: 9234
Re: Ps4 port?
As of now there are no plans to port to any other consoles.
- Mon Apr 22, 2024 4:01 pm
- Forum: 1 / 0 magic
- Topic: Fuel burnt result cycle and recipe cycle causes loading screen to hang
- Replies: 6
- Views: 278
Re: Fuel burnt result cycle and recipe cycle causes loading screen to hang
Loads up without issue for me. Do you have any other computer available you can test on?
- Mon Apr 22, 2024 12:51 pm
- Forum: 1 / 0 magic
- Topic: Fuel burnt result cycle and recipe cycle causes loading screen to hang
- Replies: 6
- Views: 278
Re: Fuel burnt result cycle and recipe cycle causes loading screen to hang
Does it happen with *just* the changes you have here (no other mods?) If no, can you zip up your mods folder and upload it here? There are no code differences between the linux build and the windows build when it comes to this logic. ALSO, prototypes are already loaded and fully finished before grap...
- Mon Apr 22, 2024 11:41 am
- Forum: 1 / 0 magic
- Topic: Fuel burnt result cycle and recipe cycle causes loading screen to hang
- Replies: 6
- Views: 278
Re: Fuel burnt result cycle and recipe cycle causes loading screen to hang
Thanks for the report however when I try the code you've provided it loads to the main menu without any issues. I suspect the actual issue is related to the top few lines of the log file (you're running linux) and or this line in the log file: 0.169 Dedicated video memory size 512 MB 95% is where th...
- Sun Apr 21, 2024 1:52 pm
- Forum: Modding help
- Topic: Random values/property in data.lua
- Replies: 1
- Views: 92
Re: Random values/property in data.lua
Correct. Prototypes are not changeable after data stage finishes.
- Fri Apr 19, 2024 12:43 pm
- Forum: 1 / 0 magic
- Topic: [1.1.107] Crash loading save, force index check fails
- Replies: 4
- Views: 395
Re: [1.1.107] Crash loading save, force index check fails
Thanks for the report. That check means your save is corrupt. The most common way being a position was corrupt in memory when you last played it and the entity is saved with the wrong position. The only known way that has happened is bad or failing RAM. You should look into fixing your hardware or t...
- Fri Apr 19, 2024 12:41 pm
- Forum: Documentation Improvement Requests
- Topic: [1.1.107] runtime-api.json set_quick_bar_slot incorrect parameter
- Replies: 2
- Views: 151
Re: [1.1.107] runtime-api.json set_quick_bar_slot incorrect parameter
That is correct. Optional means you can exclude the parameter and it’s fine. This is not optional and you must give it a value or nil.
- Thu Apr 18, 2024 7:43 pm
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4163
Re: make more entity prototypes support rotation
Everything you just described is the concept of "variation" in Factorio which we already have for most things. Direction is completely unrelated and it seems like what you want is to highjack direction to mean variation on a bunch of entities where direction makes no sense. Trees have vari...
- Wed Apr 17, 2024 10:18 pm
- Forum: Pending
- Topic: [1.1.104] Crash (EntityMapGenerationTask::generateEntities)
- Replies: 1
- Views: 183
Re: Crush
Please post the log file as well.
- Wed Apr 17, 2024 8:57 pm
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4163
Re: make more entity prototypes support rotation
I feel like this conversation has gotten off-topic and still nothing has been explained to you to let you understand the limitations. "Make more entity prototypes support rotation" the topic title: "Support rotation" is entirely dependent on a given entity for what that means. Fo...
- Wed Apr 17, 2024 5:52 pm
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4163
Re: make more entity prototypes support rotation
"Factorio uses dependency injection in ... graphics". Isn't the rotation, specifically the direction value, purely a graphics thing? Direction is used to determine the orientation of the bounding box on the entity, to determine which way input and output fluidboxes are on the entity, to d...
- Mon Apr 15, 2024 2:13 pm
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4163
Re: make more entity prototypes support rotation
... Weather he knows about dependency injection or not and why it wasn't used. Factorio uses dependency injection in a few places where it makes sense; network sockets, graphics, sounds, and so on. However, dependency injection only works when your dependency is an interface (set of virtual functio...
- Mon Apr 15, 2024 2:25 am
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4163
Re: make more entity prototypes support rotation
… my question was: With entities with variable number of directions why is 1 a special case at all? Because an entity with only one direction does not *have* a direction. There is no data member on the entity that stores the direction and instead the default virtual function of getDirection() simpl...
- Sun Apr 14, 2024 4:51 pm
- Forum: Fixed for 2.0
- Topic: [1.1.104] Crash maxing ore intensity in editor (FloatCast)
- Replies: 1
- Views: 180
Re: [1.1.104] Crash maxing ore intensity in editor (FloatCast)
Thanks for the report. This is fixed for 2.0. In the meantime you can simply not make the value quite so large and it will have the same effect. Or just use an infinity-chest to spawn anything you want.
- Tue Apr 09, 2024 2:57 pm
- Forum: Fixed for 2.0
- Topic: [1.1.93] Empty string "" doesn't disable LuaGuiElement tooltip
- Replies: 6
- Views: 699
Re: [1.1.93] Empty string "" doesn't disable LuaGuiElement tooltip
I looked into this more and it's now fixed for 2.0.
- Mon Apr 08, 2024 9:29 pm
- Forum: Minor issues
- Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
- Replies: 10
- Views: 2028
Re: Spidertron "Shift+Left Click" pathing queue impacted by autosave
I don't see any solution for this that doesn't have other issues so for now I'm going to move this to minor issues. Possible options: * We leave it as is - multi-key inputs don't work right if one is released while auto-save happens * We drop inputs while auto-save happens - possibly even more annoy...
- Mon Apr 08, 2024 8:16 pm
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 4163
Re: make more entity prototypes support rotation
You're welcome to make your own game with a similar feature set to Factorio and implement it in a way you see fit.
- Mon Apr 08, 2024 2:08 pm
- Forum: Minor issues
- Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
- Replies: 10
- Views: 2028
Re: Spidertron "Shift+Left Click" pathing queue impacted by autosave
Ok, I know why it happens but I don't have a solution for it yet. The root issue is: we can't process player inputs while the game is saving (since we need the game to nto change while saving) so we queue any inputs while saving is happened. Except the queuing is not perfect and it will still record...
- Sun Apr 07, 2024 9:33 pm
- Forum: Minor issues
- Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
- Replies: 10
- Views: 2028
Re: Spidertron "Shift+Left Click" pathing queue impacted by autosave
I think I might know what's going on but I won't be able to test until tomorrow.
- Sat Apr 06, 2024 10:42 pm
- Forum: Assigned
- Topic: [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
- Replies: 7
- Views: 681
Re: [1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
Actually, maybe the Linux guys will correct me, but there doesn’t seem to be any official way to detect your process has been killed due to OOM. So this whole thing would go into “not a bug”.