Search found 3110 matches

by Bilka
Wed Mar 27, 2024 7:35 pm
Forum: Modding interface requests
Topic: mod option for hiding weapon slots
Replies: 3
Views: 69

Re: mod option for hiding weapon slots

Moved it for you.
by Bilka
Mon Mar 25, 2024 2:56 pm
Forum: Resolved Requests
Topic: LuaSurface::find_entities_filtered has unexpected interactions with empty table arguments
Replies: 1
Views: 272

Re: LuaSurface::find_entities_filtered has unexpected interactions with empty table arguments

Thanks for the note, I added a description to the affected parameters for the next release (1.1.106). Affected by this are: name, ghost_name, type, ghost_type in find_entities_filtered and count_entities_filtered. name in find_tiles_filtered and count_tiles_filtered. Warning: This behaviour will cha...
by Bilka
Wed Mar 20, 2024 9:14 am
Forum: Modding help
Topic: Blueprint orientation when still in hand (not pasted).
Replies: 2
Views: 140

Re: Blueprint orientation when still in hand (not pasted).

The on_pre_build event has position which is the center of the blueprint, and direction to tell you if the blueprint was rotated before placement. So you can do the calculations and order the deconstruction inside that event. You may be interested in https://mods.factorio.com/mod/DestructiveBlueprin...
by Bilka
Wed Mar 20, 2024 9:12 am
Forum: Modding help
Topic: adding a property using table insert between se and mega furnace
Replies: 12
Views: 327

Re: adding a property using table insert between se and mega furnace

table.insert is intended for array-like tables, meaning a table with continuous numeric keys starting from 1. A prototype is not an array-like table. So data.raw["assembling-machine"]["mega-furnace"].se_allow_in_space = true is the correct syntax. Have you checked whether the typ...
by Bilka
Wed Mar 20, 2024 9:04 am
Forum: Gameplay Help
Topic: Yellow Science - Raw Requirements
Replies: 7
Views: 418

Re: Yellow Science - Raw Requirements

For the wiki I usually doublecheck the numbers with an online calculator like https://kirkmcdonald.github.io. For yellow science for example see https://kirkmcdonald.github.io/calc.html#data=1-1-19&rate=h&cp=3&items=utility-science-pack:r:1 and scroll down to oil - it shows that for the ...
by Bilka
Mon Mar 11, 2024 9:12 am
Forum: Technical Help
Topic: [1.1.104] Game crash while generating seed previews
Replies: 9
Views: 331

Re: [1.1.104] Game crash while generating seed previews

As a workaround for faulty hardware that doesn't like multithreading, you can reduce the number of threads that the game uses to generate the map preview. In the main menu do Ctrl + Alt + Left Click on setttings, then go to "The rest", search for max-map-preview-threads and lower the value...
by Bilka
Mon Mar 11, 2024 9:08 am
Forum: Technical Help
Topic: Game makes Displays Flash on and off, Eventualy Crashing my Computer
Replies: 7
Views: 305

Re: Game makes Displays Flash on and off, Eventualy Crashing my Computer

Because the issue occurs during sprite loading, which is heavily multithreaded on the CPU, that makes me think something is wrong with your CPU. Driver issue, overheating, something like that. Or maybe it's drawing a lot of power and the PSU doesn't like that for some reason. A way to try whether th...
by Bilka
Fri Mar 08, 2024 2:41 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1641
Views: 489196

Re: Simple Questions and Short Answers

Pi-C wrote:
Fri Mar 08, 2024 2:35 pm
Thanks for the answer! So if I empty the inventories of player.character when defines.events.on_pre_player_left_game and the player rejoins, player.character would still have empty inventories, right?
Yes, that should work.
by Bilka
Fri Mar 08, 2024 2:21 pm
Forum: Questions, reviews and ratings
Topic: Multiplayer: Need a mod that creates corpse on player leave
Replies: 14
Views: 518

Re: Multiplayer: Need a mod that creates corpse on player leave

Are you aware of the vanilla /open PlayerName command? It allows admins to open the inventory of any player, including offline players. It's what I use whenever someone leaves my multiplayer game with something important in their inventory.
by Bilka
Fri Mar 08, 2024 1:56 pm
Forum: Modding help
Topic: Item Categories and SubCategories Help
Replies: 4
Views: 294

Re: Item Categories and SubCategories Help

It isn't in the crafting menu (handcrafting or assembler recipe selection) The rocket-part recipe you're copying is hidden and not handcraftable. If you want to check how it shows up in in-game machine GUIs, you'd have to unhide it and make a machine that can craft the "rocket-building" c...
by Bilka
Fri Mar 08, 2024 1:50 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1641
Views: 489196

Re: Simple Questions and Short Answers

Quick question about multiplayer games, since I currently have no way to test this myself: Suppose a player is leaving the game (no mods), will the player-character remain in the world, or will it be removed and recreated next time the player joins the game? Are you aware of any mods that change th...
by Bilka
Mon Mar 04, 2024 2:07 pm
Forum: Resolved Problems and Bugs
Topic: [SOLVED] [1.1.104] Game crashing before entering the main menu
Replies: 3
Views: 262

Re: [1.1.104] Game crashing before entering the main menu

But I ask what is the page file and how do I avoid it getting full in the future? It's a way the operating system expands RAM by using a file on your drive. So, most likely you had programs open that use a lot of RAM (memory). Or something went wrong with the OS and it didn't free up the memory aft...
by Bilka
Sat Mar 02, 2024 6:51 pm
Forum: Resolved Problems and Bugs
Topic: [SOLVED] [1.1.104] Game crashing before entering the main menu
Replies: 3
Views: 262

Re: [1.1.104] Game crashing before entering the main menu

Restart your computer. Your page file is nearly full which Windows interprets as running out of memory.
by Bilka
Wed Feb 28, 2024 11:02 am
Forum: Already exists
Topic: [fixme] add the rest map-view-settings controlls to lua
Replies: 1
Views: 860

Re: [fixme] add the rest map-view-settings controlls to lua

The 4 missing properties are already accessible from Lua, they were just missing in the docs. So, I fixed the docs for the next version.
Screenshot_20240228_115730.png
Screenshot_20240228_115730.png (39.01 KiB) Viewed 123 times
by Bilka
Wed Feb 28, 2024 10:41 am
Forum: Implemented for 2.0
Topic: LuaRecipePrototype.max_productivity_bonus
Replies: 6
Views: 1230

Re: LuaRecipePrototype.max_productivity_bonus

As mentioned in https://factorio.com/blog/post/fff-375, this is a thing in 2.0 as RecipePrototype::maximum_productivity.
by Bilka
Wed Feb 28, 2024 10:01 am
Forum: Bug Reports
Topic: [1.1.104] Priority Splitter producing gaps with full input
Replies: 8
Views: 699

Re: [1.1.104] Priority Splitter producing gaps with full input

Rseding91 wrote:
Wed Feb 28, 2024 3:19 am
AntiElitz wrote:
Tue Feb 27, 2024 6:05 pm
Splitters have an internal buffer that is supposed to take care of that.
They don't have any internal buffers.
Anti means the extra transport line length mentioned here: https://factorio.com/blog/post/fff-287
by Bilka
Thu Feb 22, 2024 4:39 pm
Forum: Resolved Requests
Topic: NothingModifier missing type::"nothing"
Replies: 1
Views: 141

Re: NothingModifier missing type::"nothing"

Thanks for the note, fixed for the next version.
by Bilka
Fri Feb 16, 2024 9:26 am
Forum: Modding help
Topic: [1.1.101] Invalid pipe connections
Replies: 1
Views: 186

Re: [1.1.101] Invalid pipe connections

fluid_boxes is an array of fluidboxes, not just one fluidbox. Please do not post your modding help issues in bug reports.
by Bilka
Wed Feb 14, 2024 11:20 am
Forum: Fixed for 2.0
Topic: [1.1.101] Crash in map generation, ID.cpp check fails
Replies: 8
Views: 401

Re: [1.1.101] Crash in map generation, ID.cpp check fails

The mod list from the log file should be enough to debug that part, however I think it would be useful if you could post your blueprint library (blueprint-storage.dat).

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