Search found 3214 matches

by Bilka
Wed Jul 26, 2017 9:22 am
Forum: Resolved Problems and Bugs
Topic: [posila][for 0.16][0.15.31]Minor: "Pipette Tool" instead of "Pipette tool"
Replies: 6
Views: 2829

Re: [posila][for 0.16][0.15.31]Minor: "Pipette Tool" instead of "Pipette tool"

posila wrote:
Bilka wrote:Oh and may I ask why for 0.16? Isn't that just a locale change?
Locale change would invalidate translations of these strings with little time for translators or us to fix it before 0.15 is stable.
Okay, thanks for the info!
by Bilka
Wed Jul 26, 2017 9:09 am
Forum: Resolved Problems and Bugs
Topic: [posila][for 0.16][0.15.31]Minor: "Pipette Tool" instead of "Pipette tool"
Replies: 6
Views: 2829

Re: [posila][for 0.16][0.15.31]Minor: "Pipette Tool" instead of "Pipette tool"

Some more, it should be "Select for cancel deconstruction" instead of "Select for cancel Deconstruction" and "Select for blueprint" instead of "Select for Blueprint". Oh and may I ask why for 0.16? Isn't that just a locale change?
by Bilka
Wed Jul 26, 2017 8:35 am
Forum: Resolved Problems and Bugs
Topic: [posila][for 0.16][0.15.31]Minor: "Pipette Tool" instead of "Pipette tool"
Replies: 6
Views: 2829

[posila][for 0.16][0.15.31]Minor: "Pipette Tool" instead of "Pipette tool"

In the controls menu the pipette tool is named "Pipette Tool" instead of "Pipette tool", same goes for the blueprint library, it's named "Blueprint Library" instead of "Blueprint library". Please make them consistent to all other control names.
by Bilka
Tue Jul 25, 2017 7:56 pm
Forum: Modding help
Topic: [Solved] Blue print / Terrain Tile Issue
Replies: 10
Views: 2652

Re: Blue print / Terrain Tile Issue

Here is the 0.15.31 data.raw. Searching for "can_be_part_of_blueprint": false gives me grass as the first result. Here is the grass alone. Edit: Even searching in the one linked on the wiki that was dumped directly from the game using a short mod has the grass as the first result when sea...
by Bilka
Sun Jul 23, 2017 7:38 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.30] Radar getting too weak on megabase
Replies: 9
Views: 5438

Re: [0.15.30] Radar getting too weak on megabase

Do the radars have enough power?
by Bilka
Sun Jul 23, 2017 12:58 pm
Forum: Wiki Talk
Topic: Which version is the wiki supposed to be about
Replies: 18
Views: 10671

Re: Which version is the wiki supposed to be about

There is a ton of outdated information on the wiki, especially in the prototypes section. If I am not misinterpreting the API, then prototypes like https://wiki.factorio.com/Prototype/EntityWithHealth don't even exist anymore. I would suggest to redirect to the API documentation because keeping all...
by Bilka
Sun Jul 23, 2017 10:23 am
Forum: Resolved Problems and Bugs
Topic: [0.15.30] Trash items don't get spilled on tech reset
Replies: 1
Views: 2078

[0.15.30] Trash items don't get spilled on tech reset

When the player has a full main inventory and items in the trash slots and the technologies are reset the items in the autotrash slots disappear. I expected that they would be spilled on the ground because that happens when the players tool bar is full (and the main inventory is full) and the techno...
by Bilka
Sat Jul 22, 2017 6:41 pm
Forum: Modding help
Topic: Where in data i can find events?
Replies: 6
Views: 1586

Re: Where in data i can find events?

Those things aren't coded in lua. They can only be seen in the source code of the game, which only the devs have access to.
by Bilka
Sat Jul 22, 2017 2:22 pm
Forum: Duplicates
Topic: [0.15.30] Red/green circuit wires not consumed by bots
Replies: 2
Views: 1277

Re: [0.15.30] Red/green circuit wires not consumed by bots

NaB, intended mechanic. They are also not listed in the ingredients of the blueprint, which is also intended. Kinda balances out that you don't get wires back when mining entities.
by Bilka
Fri Jul 21, 2017 12:41 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.15.30] Inconsistency: clicking on buildings with capsules
Replies: 1
Views: 2168

[Twinsen][0.15.30] Inconsistency: clicking on buildings with capsules

When clicking on a building that can be opened (such as assembling machines, chests, combinators etc) while holding a capsule, the capsule effect triggers and the GUI opens (tested with defender capsule and locomotive/reactor). Expected behaviour: GUI doesn't open because that's the behaviour when c...
by Bilka
Fri Jul 21, 2017 12:36 pm
Forum: Not a bug
Topic: [0.15.30] Lamp not taking correct color
Replies: 2
Views: 1077

Re: [0.15.30] Lamp not taking correct color

NaB, as the cookbook says
The lamp will light up with the colored signal that is greater than zero and earliest in this list: Red, Green, Blue, Yellow, Pink, Cyan, White.
Green is before yellow, so the lamp lights up green no matter if yellow is present or not.
by Bilka
Thu Jul 20, 2017 9:12 pm
Forum: Resolved Problems and Bugs
Topic: Sound doesn't work (On Windows)
Replies: 6
Views: 3222

Re: Sound doesn't work (On Windows)

marvtobi wrote:You can find the log file in the folder where you installed the game, its named factorio-current.log
Instructions on how to find that folder can be found on the wiki: https://wiki.factorio.com/Application_directory
by Bilka
Thu Jul 20, 2017 6:49 am
Forum: Resolved Problems and Bugs
Topic: Sound doesn't work (On Windows)
Replies: 6
Views: 3222

Re: Sound doesn't work (On Windows)

Attach a current log file please.
by Bilka
Wed Jul 19, 2017 7:43 pm
Forum: Wiki Talk
Topic: Many broken icon links
Replies: 4
Views: 3533

Re: Many broken icon links

You say on the day we made a mass move and edit and nothing was broken for more than the hour it took the software to process the job queue :P But yeah, that is a good idea if we do mass changes in the future, though that is very unlikely as we now have cleaned up most of the oddities behind the wiki.
by Bilka
Wed Jul 19, 2017 1:31 pm
Forum: Resolved Requests
Topic: Factorio API searchbar
Replies: 4
Views: 1660

Re: Factorio API searchbar

While you wait for that you can also just use a search engine and limit the search to only the site using "site:http://lua-api.factorio.com/latest/" (this works with at least google and duck duck go) or search the files that come with the game using grep/find in files etc.
by Bilka
Tue Jul 18, 2017 7:33 pm
Forum: Modding help
Topic: "can_place_entity" question
Replies: 4
Views: 1258

Re: "can_place_entity" question

Does the thing that you try to spawn have the "water_tile" collision mask?
by Bilka
Wed Jul 12, 2017 6:36 am
Forum: Modding help
Topic: general questions about modding
Replies: 10
Views: 3147

Re: general questions about modding

meems wrote:@bilka
thanks. The only thing I've seen collide with water is the fishes. So I guess only fishes have collision masks with water.
Uhm... No. Please look up what collision means, then try to find something that collides with water; not one of the few things that doesn't collide with it.
by Bilka
Tue Jul 11, 2017 9:33 pm
Forum: Modding help
Topic: general questions about modding
Replies: 10
Views: 3147

Re: general questions about modding

It's not a mask. It determines what entities collide with. Things with water-layer in their collision mask collide with the water tiles, things without it don't. Entities that share a collsion mask collide with each other.
by Bilka
Sun Jul 09, 2017 12:27 pm
Forum: Celebration Party
Topic: Pub Quiz - Questions and Answers
Replies: 3
Views: 5934

Re: Pub Quiz - Questions and Answers

The achievements like "no solar" etc can be completed with the rocket launch. After that you can get the "solaris" achievement without invalidating the no solar one. You can see it in action here: https://www.speedrun.com/Factorio#100
by Bilka
Sat Jul 08, 2017 8:04 pm
Forum: Won't fix.
Topic: [0.15.28] Rail engine/car location decals don't display
Replies: 4
Views: 2499

Re: [0.15.28] Rail engine/car location decals don't display

There is a station right before the cruve, and its five wagons should extend behind the place the cursor is at, so it should show the outlines.

Go to advanced search