Search found 3110 matches
- Wed Mar 27, 2024 7:35 pm
- Forum: Modding interface requests
- Topic: mod option for hiding weapon slots
- Replies: 3
- Views: 120
Re: mod option for hiding weapon slots
Moved it for you.
- 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: 273
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...
- Wed Mar 20, 2024 9:14 am
- Forum: Modding help
- Topic: Blueprint orientation when still in hand (not pasted).
- Replies: 2
- Views: 141
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...
- 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: 334
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...
- Wed Mar 20, 2024 9:04 am
- Forum: Gameplay Help
- Topic: Yellow Science - Raw Requirements
- Replies: 7
- Views: 432
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 ...
- Mon Mar 11, 2024 9:12 am
- Forum: Technical Help
- Topic: [1.1.104] Game crash while generating seed previews
- Replies: 9
- Views: 335
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...
- 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: 309
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...
- Fri Mar 08, 2024 2:41 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1641
- Views: 490132
- 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: 523
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.
- Fri Mar 08, 2024 1:56 pm
- Forum: Modding help
- Topic: Item Categories and SubCategories Help
- Replies: 4
- Views: 295
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...
- Fri Mar 08, 2024 1:50 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1641
- Views: 490132
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...
- 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: 266
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...
- Sun Mar 03, 2024 1:25 pm
- Forum: Already exists
- Topic: connected_rail for rail signals
- Replies: 2
- Views: 142
- 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: 266
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.
- Wed Feb 28, 2024 11:02 am
- Forum: Already exists
- Topic: [fixme] add the rest map-view-settings controlls to lua
- Replies: 1
- Views: 863
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.
- Wed Feb 28, 2024 10:41 am
- Forum: Implemented for 2.0
- Topic: LuaRecipePrototype.max_productivity_bonus
- Replies: 6
- Views: 1231
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.
- Wed Feb 28, 2024 10:01 am
- Forum: Bug Reports
- Topic: [1.1.104] Priority Splitter producing gaps with full input
- Replies: 8
- Views: 722
Re: [1.1.104] Priority Splitter producing gaps with full input
Anti means the extra transport line length mentioned here: https://factorio.com/blog/post/fff-287
- Thu Feb 22, 2024 4:39 pm
- Forum: Resolved Requests
- Topic: NothingModifier missing type::"nothing"
- Replies: 1
- Views: 142
Re: NothingModifier missing type::"nothing"
Thanks for the note, fixed for the next version.
- Fri Feb 16, 2024 9:26 am
- Forum: Modding help
- Topic: [1.1.101] Invalid pipe connections
- Replies: 1
- Views: 187
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.
- 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: 403
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).